L L4D2node

CBaseCombatCharacter::OnFogTriggerEndTouch

0x005f6e40 · 302 bytes · __thiscall

_ZN20CBaseCombatCharacter20OnFogTriggerEndTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::OnFogTriggerEndTouch(CBaseEntity*) */

void __thiscall
CBaseCombatCharacter::OnFogTriggerEndTouch(CBaseCombatCharacter *this,CBaseEntity *param_1)

{
  int *piVar1;
  uint uVar2;
  uint *puVar3;
  undefined *puVar4;
  int iVar5;
  int local_28;
  uint local_24;
  int local_20;
  
  local_24 = 0xffffffff;
  if (param_1 != (CBaseEntity *)0x0) {
    puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    local_24 = *puVar3;
  }
  local_28 = *(int *)(this + 0x1868);
  if (0 < local_28) {
    local_20 = 0;
    piVar1 = (int *)(g_pEntityList + (local_24 & 0xfff) * 0x10 + 4);
    puVar3 = *(uint **)(this + 0x185c);
    do {
      iVar5 = 0;
      if (local_24 != 0xffffffff) {
        if (piVar1 == (int *)0x0) {
          iVar5 = 0;
        }
        else if (piVar1[1] == local_24 >> 0xc) {
          iVar5 = *piVar1;
        }
      }
      uVar2 = *puVar3;
      if (((uVar2 == 0xffffffff) ||
          (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) {
        if (iVar5 == 0) goto LAB_005f6f20;
      }
      else if (iVar5 == *(int *)(puVar4 + 4)) {
LAB_005f6f20:
        iVar5 = (local_28 - local_20) + -1;
        if (0 < iVar5) {
          _V_memmove(puVar3,*(uint **)(this + 0x185c) + local_20 + 1,iVar5 * 4);
          local_28 = *(int *)(this + 0x1868);
        }
        *(int *)(this + 0x1868) = local_28 + -1;
        return;
      }
      local_20 = local_20 + 1;
      puVar3 = puVar3 + 1;
    } while (local_20 != local_28);
  }
  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)