L L4D2node

PhysicsCheckSweep

0x0078bbd0 · 196 bytes · __regparm3

_ZL17PhysicsCheckSweepP11CBaseEntityRK6VectorS3_P10CGameTrace

Decompiled

undefined (4 params)

/* PhysicsCheckSweep(CBaseEntity*, Vector const&, Vector const&, CGameTrace*) */

void __regparm3
PhysicsCheckSweep(CBaseEntity *param_1,Vector *param_2,Vector *param_3,CGameTrace *param_4)

{
  uint uVar1;
  uint uVar2;
  undefined *puVar3;
  float local_28;
  float local_24;
  float local_20;
  
  uVar2 = (**(code **)(*(int *)param_1 + 0x2c8))(param_1);
  local_28 = *(float *)param_3 + *(float *)param_2;
  local_24 = *(float *)(param_3 + 4) + *(float *)(param_2 + 4);
  local_20 = *(float *)(param_3 + 8) + *(float *)(param_2 + 8);
  if ((param_1[0x1b6] == (CBaseEntity)0x0) || ((*(ushort *)(param_1 + 0x1b4) & 0x24) != 0)) {
    uVar1 = *(uint *)(param_1 + 0x188);
    if ((uVar1 != 0xffffffff) &&
       (((puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc &&
         (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)))) {
      UTIL_ClearTrace(param_4);
      return;
    }
    uVar2 = uVar2 & 0xfdffffff;
  }
  Physics_TraceEntity(param_1,param_2,(Vector *)&local_28,uVar2,param_4);
  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)