L L4D2node

CItemSoda::CanTouch

0x0066cbd0 · 315 bytes · __thiscall

_ZN9CItemSoda8CanTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CItemSoda::CanTouch(CBaseEntity*) */

void __thiscall CItemSoda::CanTouch(CItemSoda *this,CBaseEntity *param_1)

{
  uint uVar1;
  char cVar2;
  undefined *puVar3;
  undefined1 local_14 [8];
  
  cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar2 == '\0') {
    return;
  }
  (**(code **)(*(int *)param_1 + 0x128))(param_1,0x3f800000,0);
  uVar1 = *(uint *)(this + 0x220);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
    *(undefined1 *)(*(int *)(puVar3 + 4) + 0x440) = 0;
  }
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  *(undefined4 *)(this + 0xd8) = 0;
  *(undefined4 *)(this + 0xdc) = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_Remove);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  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)