L L4D2node

CBaseEntity::PhysicsTouchTriggers

0x004105f0 · 340 bytes · __thiscall

_ZN11CBaseEntity20PhysicsTouchTriggersEPK6Vector

Decompiled

undefined (2 params)

/* CBaseEntity::PhysicsTouchTriggers(Vector const*) */

void __thiscall CBaseEntity::PhysicsTouchTriggers(CBaseEntity *this,Vector *param_1)

{
  int iVar1;
  code *pcVar2;
  int iVar3;
  char *pcVar4;
  undefined4 *puVar5;
  ushort uVar6;
  byte local_25;
  char *local_20;
  
  iVar1 = *(int *)(this + 0x30);
  if ((iVar1 != 0) && (this != g_WorldEntity)) {
    uVar6 = *(ushort *)(this + 0x1b4) >> 3;
    if ((this[0x1b6] == (CBaseEntity)0x0) || ((*(ushort *)(this + 0x1b4) & 4) != 0)) {
      if ((uVar6 & 1) == 0) {
        return;
      }
      local_25 = 0;
    }
    else {
      local_25 = (byte)uVar6 & 1 ^ 1;
    }
    iVar3 = (**(code **)(*(int *)(this + 0x194) + 0x2c))();
    puVar5 = (undefined4 *)&stack0xffffffb4;
    if ((iVar3 == 1) &&
       (iVar3 = GetModel(this), puVar5 = (undefined4 *)&stack0xffffffb4, iVar3 == 0)) {
      (**(code **)(*(int *)this + 0x20))();
      puVar5 = (undefined4 *)&stack0xffffffb0;
      pcVar4 = "";
      if (local_20 != (char *)0x0) {
        pcVar4 = local_20;
      }
                    /* try { // try from 004106ee to 004106f2 has its CatchHandler @ 00410752 */
      iVar3 = _V_strlen(pcVar4);
      if (iVar3 == 0) {
        Warning();
        return;
      }
    }
    puVar5[1] = 1;
    *puVar5 = this;
    puVar5[-1] = 0x41066a;
    SetCheckUntouch((CBaseEntity *)*puVar5,*(bool *)(puVar5 + 1));
    if (local_25 != 0) {
      iVar3 = *engine;
      puVar5[1] = iVar1;
      puVar5[4] = (uint)sm_bAccurateTriggerBboxChecks;
      *puVar5 = engine;
      puVar5[3] = param_1;
      puVar5[2] = this + 0x194;
      pcVar2 = *(code **)(iVar3 + 0x130);
      puVar5[-1] = 0x41074d;
      (*pcVar2)();
    }
    if ((uVar6 & 1) != 0) {
      iVar3 = *engine;
      puVar5[1] = iVar1;
      puVar5[2] = (uint)sm_bAccurateTriggerBboxChecks;
      *puVar5 = engine;
      pcVar2 = *(code **)(iVar3 + 0x134);
      puVar5[-1] = 0x410699;
      (*pcVar2)();
    }
  }
  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)