L L4D2node

CShower::Touch

0x00699d70 · 182 bytes · __cdecl

_ZN7CShower5TouchEP11CBaseEntity

Decompiled

undefined (1 param)

/* CShower::Touch(CBaseEntity*) */

void CShower::Touch(CBaseEntity *param_1)

{
  float local_18;
  float local_14;
  float local_10;
  
  if (((byte)param_1[0x14d] & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity(param_1);
  }
  local_10 = 0.1;
  if (((byte)param_1[0x150] & 1) == 0) {
    local_10 = 0.6;
  }
  local_18 = *(float *)(param_1 + 0x274) * local_10;
  local_14 = *(float *)(param_1 + 0x278) * local_10;
  local_10 = local_10 * *(float *)(param_1 + 0x27c);
  if (local_14 * local_14 + local_18 * local_18 < 10.0) {
    *(undefined4 *)(param_1 + 0x11c) = 0;
  }
  CBaseEntity::SetAbsVelocity(param_1,(Vector *)&local_18);
  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)