L L4D2node

Physics_TraceEntity

0x0078bb50 · 120 bytes · __regparm3

_ZL19Physics_TraceEntityP11CBaseEntityRK6VectorS3_jP10CGameTrace

Decompiled

undefined (5 params)

/* Physics_TraceEntity(CBaseEntity*, Vector const&, Vector const&, unsigned int, CGameTrace*) */

void __regparm3
Physics_TraceEntity(CBaseEntity *param_1,Vector *param_2,Vector *param_3,uint param_4,
                   CGameTrace *param_5)

{
  int iVar1;
  
  iVar1 = (**(code **)(*(int *)param_1 + 0x228))(param_1);
  if (iVar1 == 0) {
    UTIL_TraceEntity(param_1,param_2,param_3,param_4,param_5);
    return;
  }
  (**(code **)(*g_pGameRules + 0x1dc))(g_pGameRules,param_1,param_2,param_3,param_4,param_5);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)