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 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.