L L4D2node

CBaseEntity::GetTouchingEntities

0x00475500 · 362 bytes · __thiscall

_ZN11CBaseEntity19GetTouchingEntitiesER10CUtlVectorIPS_10CUtlMemoryIS1_iEE

Decompiled

undefined (2 params)

/* CBaseEntity::GetTouchingEntities(CUtlVector<CBaseEntity*, CUtlMemory<CBaseEntity*, int> >&) */

void __thiscall CBaseEntity::GetTouchingEntities(CBaseEntity *this,CUtlVector *param_1)

{
  uint *puVar1;
  uint uVar2;
  int iVar3;
  uint *puVar4;
  int iVar5;
  void *pvVar6;
  undefined *puVar7;
  int iVar8;
  int iVar9;
  undefined4 local_24;
  
  puVar4 = (uint *)GetDataObject(this,1);
  if (puVar4 != (uint *)0x0) {
    for (puVar1 = (uint *)puVar4[2]; puVar4 != puVar1; puVar1 = (uint *)puVar1[2]) {
      local_24 = 0;
      uVar2 = *puVar1;
      if (((uVar2 != 0xffffffff) &&
          (puVar7 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar7 + 8) == uVar2 >> 0xc)) {
        local_24 = *(undefined4 *)(puVar7 + 4);
      }
      iVar3 = *(int *)(param_1 + 0xc);
      iVar9 = *(int *)(param_1 + 4);
      iVar8 = iVar3 + 1;
      if (iVar9 < iVar8) {
        iVar5 = *(int *)(param_1 + 8);
        if (iVar5 < 0) goto LAB_00475584;
        if (iVar5 == 0) {
          if (iVar9 == 0) {
            if (iVar8 < 9) {
              iVar5 = 8;
              goto LAB_0047560f;
            }
            iVar9 = 8;
          }
          do {
            iVar5 = iVar9 * 2;
            if (iVar8 <= iVar5) break;
            iVar5 = iVar9 * 4;
            iVar9 = iVar5;
          } while (iVar5 < iVar8);
        }
        else {
          for (iVar5 = (iVar3 / iVar5 + 1) * iVar5; iVar5 < iVar8; iVar5 = (iVar5 + iVar8) / 2) {
          }
        }
LAB_0047560f:
        *(int *)(param_1 + 4) = iVar5;
        if (*(void **)param_1 == (void *)0x0) {
          pvVar6 = malloc(iVar5 << 2);
          *(void **)param_1 = pvVar6;
        }
        else {
          pvVar6 = realloc(*(void **)param_1,iVar5 << 2);
          *(void **)param_1 = pvVar6;
          iVar8 = *(int *)(param_1 + 0xc) + 1;
        }
      }
      else {
LAB_00475584:
        pvVar6 = *(void **)param_1;
      }
      *(int *)(param_1 + 0xc) = iVar8;
      iVar9 = iVar3 * 4;
      iVar8 = (iVar8 - iVar3) + -1;
      *(void **)(param_1 + 0x10) = pvVar6;
      if (0 < iVar8) {
        _V_memmove((void *)((int)pvVar6 + iVar9 + 4),(void *)((int)pvVar6 + iVar9),iVar8 * 4);
        pvVar6 = *(void **)param_1;
      }
      if ((undefined4 *)(iVar9 + (int)pvVar6) != (undefined4 *)0x0) {
        *(undefined4 *)(iVar9 + (int)pvVar6) = local_24;
      }
    }
  }
  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)