L L4D2node

UTIL_ClearTrace

0x00b2c830 · 47 bytes · __cdecl

_Z15UTIL_ClearTraceR10CGameTrace

Decompiled

undefined (1 param)

/* UTIL_ClearTrace(CGameTrace&) */

void UTIL_ClearTrace(CGameTrace *param_1)

{
  int iVar1;
  CGameTrace *pCVar2;
  
  pCVar2 = param_1;
  for (iVar1 = 0x15; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + 4;
  }
  *(undefined4 *)(param_1 + 0x2c) = 0x3f800000;
  *(undefined4 *)(param_1 + 0x40) = 0;
  *(char **)(param_1 + 0x3c) = "**empty**";
  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)