L L4D2node

CWeaponCSBase::CanPlayerTouch

0x0043efc0 · 366 bytes · __thiscall

_ZN13CWeaponCSBase14CanPlayerTouchEP9CCSPlayer

Decompiled

undefined (2 params)

/* CWeaponCSBase::CanPlayerTouch(CCSPlayer*) */

char __thiscall CWeaponCSBase::CanPlayerTouch(CWeaponCSBase *this,CCSPlayer *param_1)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  float local_18;
  float local_14;
  float local_10;
  
  if ((((param_1 == (CCSPlayer *)0x0) ||
       ((iVar3 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)this),
        *(int *)(iVar3 + 0x894) != 0xe &&
        (iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar3 == 3)))) ||
      ((*(CCSPlayer **)(this + 0x1504) != (CCSPlayer *)0x0 &&
       ((param_1 == *(CCSPlayer **)(this + 0x1504) &&
        (*(float *)(gpGlobals + 0xc) <= *(float *)(this + 0x1500) &&
         *(float *)(this + 0x1500) != *(float *)(gpGlobals + 0xc))))))) ||
     ((((iVar3 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)this),
        *(int *)(iVar3 + 0x158) == 0 ||
        ((iVar3 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)this),
         *(int *)(iVar3 + 0x158) == 1 ||
         (iVar3 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)this),
         *(int *)(iVar3 + 0x158) == 2)))) &&
       (cVar2 = (**(code **)(*(int *)this + 0x60c))(this), cVar2 == '\0')) &&
      (cVar2 = (**(code **)(*(int *)param_1 + 0x480))(param_1,this), cVar2 != '\0')))) {
    return false;
  }
  local_18 = vec3_origin;
  local_14 = DAT_01053d4c;
  local_10 = DAT_01053d50;
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0xd4))(piVar1,&local_18,0);
  }
  cVar2 = (**(code **)(*(int *)this + 0x60c))(this);
  if ((cVar2 == '\0') && (1.0 <= local_14 * local_14 + local_10 * local_10 + local_18 * local_18)) {
    return param_1 != *(CCSPlayer **)(this + 0x1504);
  }
  return cVar2;
}

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)