L L4D2node

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 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)