L L4D2node

CColorCorrectionVolume::EndTouch

0x00646d90 · 43 bytes · __cdecl

_ZN22CColorCorrectionVolume8EndTouchEP11CBaseEntity

Decompiled

undefined (1 param)

/* CColorCorrectionVolume::EndTouch(CBaseEntity*) */

void CColorCorrectionVolume::EndTouch(CBaseEntity *param_1)

{
  *(undefined4 *)(param_1 + 0x684) = *(undefined4 *)(gpGlobals + 0xc);
  *(undefined4 *)(param_1 + 0x680) = *(undefined4 *)(param_1 + 0x56c);
  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)