UTIL_ImpactTrace
0x00b2ce20 · 97 bytes · __cdecl
_Z16UTIL_ImpactTraceP10CGameTraceiPc
Decompiled
undefined (3 params)
/* UTIL_ImpactTrace(CGameTrace*, int, char*) */
void UTIL_ImpactTrace(CGameTrace *param_1,int param_2,char *param_3)
{
int *piVar1;
piVar1 = *(int **)(param_1 + 0x4c);
if ((((piVar1 != (int *)0x0) && ((byte *)piVar1[0xc] != (byte *)0x0)) &&
((*(byte *)piVar1[0xc] & 2) == 0)) &&
((((byte)param_1[0x42] & 4) == 0 && (*(float *)(param_1 + 0x2c) != 1.0)))) {
(**(code **)(*piVar1 + 0x160))(piVar1,param_1,param_2,param_3);
return;
}
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.