L L4D2node

CVomitParticle::ResolveFlyCollisionCustom

0x004e58b0 · 245 bytes · __thiscall

_ZN14CVomitParticle25ResolveFlyCollisionCustomER10CGameTraceR6Vector

Decompiled

undefined (3 params)

/* CVomitParticle::ResolveFlyCollisionCustom(CGameTrace&, Vector&) */

void __thiscall
CVomitParticle::ResolveFlyCollisionCustom(CVomitParticle *this,CGameTrace *param_1,Vector *param_2)

{
  uint uVar1;
  CBaseEntity *pCVar2;
  undefined *puVar3;
  
  CBaseEntity::ResolveFlyCollisionCustom((CBaseEntity *)this,param_1,param_2);
  pCVar2 = *(CBaseEntity **)(param_1 + 0x4c);
  if ((pCVar2 != (CBaseEntity *)0x0) && (this != (CVomitParticle *)pCVar2)) {
    uVar1 = *(uint *)(this + 0x470);
    if ((uVar1 == 0xffffffff) ||
       (((puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc ||
         (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (pCVar2 != *(CBaseEntity **)(puVar3 + 4))))) {
      if (*(int *)(z_vomit_debug._28_4_ + 0x30) != 0) {
        NDebugOverlay::Line((Vector *)param_1,(Vector *)(param_1 + 0xc),0xff,100,0,true,10.0);
        NDebugOverlay::EntityBounds((CBaseEntity *)this,0xff,100,0,0,10.0);
        pCVar2 = *(CBaseEntity **)(param_1 + 0x4c);
      }
      OnCollide(this,pCVar2);
      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)