L L4D2node

CBaseCombatCharacter::OnFogTriggerStartTouch

0x005f72f0 · 100 bytes · __thiscall

_ZN20CBaseCombatCharacter22OnFogTriggerStartTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::OnFogTriggerStartTouch(CBaseEntity*) */

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

{
  undefined4 *puVar1;
  undefined4 uVar2;
  
  uVar2 = 0xffffffff;
  if (param_1 != (CBaseEntity *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    uVar2 = *puVar1;
  }
  CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::GrowVector
            ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
             (this + 0x185c),1);
  CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsRight
            ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
             (this + 0x185c),0,1);
  if (*(undefined4 **)(this + 0x185c) != (undefined4 *)0x0) {
    **(undefined4 **)(this + 0x185c) = uVar2;
  }
  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)