L L4D2node

CBaseEntity::PhysicsNotifyOtherOfUntouch

0x004758e0 · 206 bytes · __cdecl

_ZN11CBaseEntity27PhysicsNotifyOtherOfUntouchEPS_S0_

Decompiled

undefined (2 params)

/* CBaseEntity::PhysicsNotifyOtherOfUntouch(CBaseEntity*, CBaseEntity*) */

void CBaseEntity::PhysicsNotifyOtherOfUntouch(CBaseEntity *param_1,CBaseEntity *param_2)

{
  touchlink_t *ptVar1;
  uint uVar2;
  touchlink_t *ptVar3;
  undefined *puVar4;
  
  if ((param_2 != (CBaseEntity *)0x0) &&
     (ptVar3 = (touchlink_t *)GetDataObject(param_2,1), ptVar3 != (touchlink_t *)0x0)) {
    for (ptVar1 = *(touchlink_t **)(ptVar3 + 8); ptVar3 != ptVar1;
        ptVar1 = *(touchlink_t **)(ptVar1 + 8)) {
      uVar2 = *(uint *)ptVar1;
      if (((uVar2 == 0xffffffff) ||
          (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) {
        if (param_1 == (CBaseEntity *)0x0) goto LAB_00475968;
      }
      else if (param_1 == *(CBaseEntity **)(puVar4 + 4)) {
LAB_00475968:
        PhysicsRemoveToucher(param_2,ptVar1);
        if (g_bCleanupDatObject == '\0') {
          return;
        }
        if (ptVar3 != *(touchlink_t **)(ptVar3 + 8)) {
          return;
        }
        if (ptVar3 != *(touchlink_t **)(ptVar3 + 0xc)) {
          return;
        }
        if (((byte)param_2[0x3cc] & 2) == 0) {
          return;
        }
        DestroyDataObject(param_1,(int)param_2);
        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)