L L4D2node

CCollisionProperty::CheckForUntouch

0x00429ca0 · 74 bytes · __thiscall

_ZN18CCollisionProperty15CheckForUntouchEv

Decompiled

undefined (1 param)

/* CCollisionProperty::CheckForUntouch() */

void __thiscall CCollisionProperty::CheckForUntouch(CCollisionProperty *this)

{
  char cVar1;
  
  if (((this[0x22] == (CCollisionProperty)0x0) || ((*(ushort *)(this + 0x20) & 4) != 0)) &&
     ((*(ushort *)(this + 0x20) & 8) == 0)) {
    cVar1 = CBaseEntity::IsCurrentlyTouching(*(CBaseEntity **)(this + 4));
    if (cVar1 != '\0') {
      CBaseEntity::SetCheckUntouch(*(CBaseEntity **)(this + 4),true);
      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)