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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.