L L4D2node

CVomitParticle::OnCollide

0x004e57c0 · 219 bytes · __thiscall

_ZN14CVomitParticle9OnCollideEP11CBaseEntity

Decompiled

undefined (2 params)

/* CVomitParticle::OnCollide(CBaseEntity*) */

void __thiscall CVomitParticle::OnCollide(CVomitParticle *this,CBaseEntity *param_1)

{
  uint uVar1;
  int *piVar2;
  char cVar3;
  undefined4 *puVar4;
  undefined4 uVar5;
  undefined *puVar6;
  
  uVar1 = *(uint *)(this + 0x470);
  if ((((uVar1 != 0xffffffff) &&
       (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(puVar6 + 4), piVar2 != (int *)0x0)) {
    cVar3 = (**(code **)(*piVar2 + 0x16c))(piVar2);
    if (cVar3 != '\0') {
      puVar4 = (undefined4 *)(**(code **)(*(int *)this + 0x288))(this);
      if (((byte)this[0x14d] & 0x10) != 0) {
        CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
      }
      uVar5 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
      OnVomitCollide(piVar2,param_1,this,uVar5,*(undefined4 *)(this + 0x274),
                     *(undefined4 *)(this + 0x278),*(undefined4 *)(this + 0x27c),*puVar4,puVar4[1],
                     puVar4[2]);
      UTIL_Remove((CBaseEntity *)this);
      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)