L L4D2node

CL_TriggerMoved

0x0023f420 · 198 bytes · __cdecl

_Z15CL_TriggerMovedP13IClientEntityb

Decompiled

undefined (2 params)

/* CL_TriggerMoved(IClientEntity*, bool) */

void CL_TriggerMoved(IClientEntity *param_1,bool param_2)

{
  int *piVar1;
  Vector local_58 [12];
  Vector local_4c [12];
  undefined **local_40;
  IClientEntity *local_3c;
  ICollideable *local_38;
  undefined4 local_34;
  void *local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  void *local_14;
  undefined1 local_10;
  
  local_40 = &PTR_EnumElement_002cade0;
  local_20 = 8;
  local_1c = 8;
  local_24 = malloc(0x20);
  local_18 = 0;
  local_10 = param_2;
  local_3c = param_1;
                    /* try { // try from 0023f469 to 0023f4b7 has its CatchHandler @ 0023f4e6 */
  local_14 = local_24;
  local_38 = (ICollideable *)(**(code **)(*(int *)param_1 + 0x10))(param_1);
  local_34 = (**(code **)(*(int *)local_38 + 0x30))(local_38);
  CM_TriggerWorldSpaceBounds(local_38,local_58,local_4c);
  piVar1 = (int *)SpatialPartition();
  (**(code **)(*piVar1 + 0x38))(piVar1,1,local_58,local_4c,0,&local_40);
  local_40 = &PTR_EnumElement_002cade0;
  local_18 = 0;
  CUtlMemory<IClientEntity*,int>::Purge((CUtlMemory<IClientEntity*,int> *)&local_24);
  local_14 = local_24;
  CUtlMemory<IClientEntity*,int>::Purge((CUtlMemory<IClientEntity*,int> *)&local_24);
  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)