L L4D2node

CDynamicProp::TestCollision

0x007e3f70 · 229 bytes · __thiscall

_ZN12CDynamicProp13TestCollisionERK5Ray_tjR10CGameTrace

Decompiled

undefined (4 params)

/* CDynamicProp::TestCollision(Ray_t const&, unsigned int, CGameTrace&) */

void __thiscall
CDynamicProp::TestCollision(CDynamicProp *this,Ray_t *param_1,uint param_2,CGameTrace *param_3)

{
  uint uVar1;
  int *piVar2;
  char cVar3;
  int iVar4;
  undefined *puVar5;
  int iVar6;
  
  if ((((*(ushort *)(this + 0x1b4) & 4) != 0) && ((*(ushort *)(this + 0x1b4) & 3) == 3)) &&
     (0 < *(int *)(this + 0x15a4))) {
    iVar6 = 0;
    do {
      iVar4 = CBoneFollowerManager::GetBoneFollower((CBoneFollowerManager *)(this + 0x15a4),iVar6);
      uVar1 = *(uint *)(iVar4 + 4);
      if (((uVar1 != 0xffffffff) &&
          (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
         ((*(uint *)(puVar5 + 8) == uVar1 >> 0xc &&
          ((piVar2 = *(int **)(puVar5 + 4), piVar2 != (int *)0x0 &&
           (cVar3 = (**(code **)(*piVar2 + 0x40))(piVar2,param_1,param_2,param_3), cVar3 != '\0'))))
         )) {
        return;
      }
      iVar6 = iVar6 + 1;
    } while (iVar6 < *(int *)(this + 0x15a4));
  }
  CBaseAnimating::TestCollision((CBaseAnimating *)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)