L L4D2node

CWeaponCSBase::DefaultTouch

0x00441a80 · 189 bytes · __thiscall

_ZN13CWeaponCSBase12DefaultTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CWeaponCSBase::DefaultTouch(CBaseEntity*) */

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

{
  code *pcVar1;
  char cVar2;
  CBaseEntity *pCVar3;
  CAI_Concept local_24 [20];
  
  if (param_1 != (CBaseEntity *)0x0) {
    cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (cVar2 != '\0') {
      cVar2 = (**(code **)(*(int *)this + 0x608))(this,param_1);
      if (cVar2 != '\0') {
        CBaseCombatWeapon::DefaultTouch((CBaseCombatWeapon *)this,param_1);
        pCVar3 = (CBaseEntity *)GetPlayerOwner(this);
        if (param_1 == pCVar3) {
          (**(code **)(*(int *)param_1 + 0x474))(param_1,this,0);
          pcVar1 = *(code **)(*(int *)param_1 + 0x7b4);
          CAI_Concept::CAI_Concept(local_24,"PlayerGivenItem");
          (*pcVar1)(param_1,local_24,1,0,0,0,0);
        }
      }
    }
  }
  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)