L L4D2node

CBaseEntity::PhysicsTouch

0x00476000 · 44 bytes · __thiscall

_ZN11CBaseEntity12PhysicsTouchEPS_

Decompiled

undefined (2 params)

/* CBaseEntity::PhysicsTouch(CBaseEntity*) */

void __thiscall CBaseEntity::PhysicsTouch(CBaseEntity *this,CBaseEntity *param_1)

{
  if (((param_1 != (CBaseEntity *)0x0) && (((byte)this[0x14c] & 1) == 0)) &&
     (((byte)param_1[0x14c] & 1) == 0)) {
                    /* WARNING: Could not recover jumptable at 0x00476028. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0x1b4))();
    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)