L L4D2node

CTouchLinks::EnumElement

0x0023f960 · 280 bytes · __thiscall

_ZN11CTouchLinks11EnumElementEP13IHandleEntity

Decompiled

undefined (2 params)

/* CTouchLinks::EnumElement(IHandleEntity*) */

undefined4 __thiscall CTouchLinks::EnumElement(CTouchLinks *this,IHandleEntity *param_1)

{
  code *pcVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  uint uVar5;
  edict_t *local_80;
  Vector local_7c [12];
  Vector local_70 [48];
  uint local_40;
  
  piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x14))(param_1);
  local_80 = (edict_t *)(**(code **)(*piVar3 + 8))(piVar3);
  if (((local_80 != *(edict_t **)(this + 0x60)) && (((byte)*local_80 & 4) != 0)) &&
     (piVar3 = *(int **)(local_80 + 0xc), piVar3 != (int *)0x0)) {
    piVar3 = (int *)(**(code **)(*piVar3 + 0x10))(piVar3);
    pcVar1 = *(code **)(**(int **)(this + 100) + 0x40);
    uVar4 = (**(code **)(*piVar3 + 0x30))(piVar3);
    cVar2 = (*pcVar1)(*(undefined4 *)(this + 100),uVar4);
    if (cVar2 != '\0') {
      uVar5 = (**(code **)(*piVar3 + 0x30))(piVar3);
      if ((uVar5 & 0x80) == 0) {
        (**(code **)(*(int *)g_pEngineTraceServer + 0x10))
                  (g_pEngineTraceServer,this + 0x10,0x200400b,piVar3,local_70);
        if ((local_40 & 0x200400b) == 0) {
          return 0;
        }
      }
      else {
        (**(code **)(*piVar3 + 0xc))(piVar3,local_7c,local_70);
        cVar2 = IsBoxIntersectingRay(local_7c,local_70,(Ray_t *)(this + 0x10),0.0);
        if (cVar2 == '\0') {
          return 0;
        }
      }
      CUtlVector<edict_t*,CUtlMemory<edict_t*,int>>::InsertBefore
                ((CUtlVector<edict_t*,CUtlMemory<edict_t*,int>> *)(this + 0x68),
                 *(int *)(this + 0x74),&local_80);
    }
  }
  return 0;
}

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)