L L4D2node

CTerrorWeapon::CanPlayerTouch

0x0056c680 · 358 bytes · __thiscall

_ZN13CTerrorWeapon14CanPlayerTouchEP9CCSPlayer

Decompiled

undefined (2 params)

/* CTerrorWeapon::CanPlayerTouch(CCSPlayer*) */

undefined4 __thiscall CTerrorWeapon::CanPlayerTouch(CTerrorWeapon *this,CCSPlayer *param_1)

{
  code *pcVar1;
  uint uVar2;
  char cVar3;
  int iVar4;
  undefined4 uVar5;
  CCSPlayer *pCVar6;
  int *piVar7;
  undefined *puVar8;
  
  if (param_1 != (CCSPlayer *)0x0) {
    iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    cVar3 = IsASurvivorTeam(iVar4);
    if ((cVar3 != '\0') && (cVar3 = (**(code **)(*(int *)param_1 + 300))(param_1), cVar3 != '\0')) {
      iVar4 = (**(code **)(*(int *)this + 0x638))(this);
      if (iVar4 == 1) {
        piVar7 = (int *)CCSPlayer::GetCSWeapon(param_1,1);
        if (piVar7 == (int *)0x0) {
          return 0;
        }
        cVar3 = (**(code **)(*piVar7 + 0x674))(piVar7);
        if (cVar3 != '\0') {
          return 0;
        }
      }
      else {
        pcVar1 = *(code **)(*(int *)param_1 + 0x484);
        uVar5 = (**(code **)(*(int *)this + 0x530))(this);
        iVar4 = (*pcVar1)(param_1,uVar5);
        if ((iVar4 != 0) && (cVar3 = (**(code **)(*(int *)param_1 + 0x778))(param_1), cVar3 == '\0')
           ) {
          return 0;
        }
        cVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
        pCVar6 = (CCSPlayer *)0x0;
        if (cVar3 != '\0') {
          pCVar6 = param_1;
        }
        cVar3 = (**(code **)(*(int *)pCVar6 + 0x464))(pCVar6,this);
        if (cVar3 == '\0') {
          return 0;
        }
      }
      pCVar6 = (CCSPlayer *)(**(code **)(*(int *)this + 0x5e0))(this);
      if ((((pCVar6 != (CCSPlayer *)0x0) &&
           (uVar5 = (**(code **)(*(int *)pCVar6 + 0x16c))(pCVar6), (char)uVar5 != '\0')) &&
          (param_1 != pCVar6)) &&
         (((uVar2 = *(uint *)(this + 0x179c), uVar2 != 0xffffffff &&
           (puVar8 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
          ((*(uint *)(puVar8 + 8) == uVar2 >> 0xc && (param_1 == *(CCSPlayer **)(puVar8 + 4))))))) {
        return uVar5;
      }
    }
  }
  return 0;
}

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)