L L4D2node

CRagdollProp::TraceAttack

0x007950b0 · 97 bytes · __thiscall

_ZN12CRagdollProp11TraceAttackERK15CTakeDamageInfoRK6VectorP10CGameTrace

Decompiled

undefined (4 params)

/* CRagdollProp::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) */

void __thiscall
CRagdollProp::TraceAttack
          (CRagdollProp *this,CTakeDamageInfo *param_1,Vector *param_2,CGameTrace *param_3)

{
  short sVar1;
  
  sVar1 = *(short *)(param_3 + 0x48);
  if ((-1 < sVar1) && ((int)sVar1 < *(int *)(this + 0x13f8))) {
    CBaseEntity::VPhysicsSwapObject
              ((CBaseEntity *)this,*(IPhysicsObject **)(this + sVar1 * 0x54 + 0x1410));
  }
  CBaseEntity::TraceAttack((CBaseEntity *)this,param_1,param_2,param_3);
  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)