L L4D2node

CBaseCombatWeapon::DefaultTouch

0x00404c50 · 161 bytes · __thiscall

_ZN17CBaseCombatWeapon12DefaultTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseCombatWeapon::DefaultTouch(CBaseEntity*) */

void __thiscall CBaseCombatWeapon::DefaultTouch(CBaseCombatWeapon *this,CBaseEntity *param_1)

{
  CBaseCombatWeapon CVar1;
  char cVar2;
  
  if (((((byte)this[0x153] & 0x10) == 0) && (param_1 != (CBaseEntity *)0x0)) &&
     (cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar2 != '\0')) {
    cVar2 = UTIL_ItemCanBeTouchedByPlayer((CBaseEntity *)this,(CBasePlayer *)param_1);
    if (cVar2 == '\0') {
      CVar1 = this[0x148];
    }
    else {
      COutputEvent::FireOutput((COutputEvent *)(this + 0x14d8),param_1,(CBaseEntity *)this,0.0);
      CVar1 = this[0x148];
    }
    if ((((byte)CVar1 & 2) == 0) &&
       (cVar2 = (**(code **)(*(int *)param_1 + 0x6ac))(param_1,this), cVar2 != '\0')) {
                    /* WARNING: Could not recover jumptable at 0x00404cc7. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0x4e4))();
      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)