L L4D2node

EntityTouch_Add

0x0067df70 · 53 bytes · __cdecl

_Z15EntityTouch_AddP11CBaseEntity

Decompiled

undefined (1 param)

/* EntityTouch_Add(CBaseEntity*) */

void EntityTouch_Add(CBaseEntity *param_1)

{
  CBaseEntity *local_10 [3];
  
  local_10[0] = param_1;
  if (((byte)param_1[0x14c] & 1) != 0) {
    return;
  }
  CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
            ((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(g_TouchManager + 4),
             g_TouchManager._16_4_,local_10);
  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)