L L4D2node

CItem::HandleTouch

0x006e3250 · 199 bytes · __thiscall

_ZN5CItem11HandleTouchEP11CBasePlayerP11CBaseEntity

Decompiled

undefined (3 params)

/* CItem::HandleTouch(CBasePlayer*, CBaseEntity*) */

void __thiscall CItem::HandleTouch(CItem *this,CBasePlayer *param_1,CBaseEntity *param_2)

{
  int iVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined1 local_14 [8];
  
  COutputEvent::FireOutput((COutputEvent *)(this + 0x13f8),param_2,(CBaseEntity *)this,0.0);
  *(undefined4 *)(this + 0xd8) = 0;
  *(undefined4 *)(this + 0xdc) = 0;
  uVar4 = 0;
  uVar3 = 0;
  uVar2 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  (**(code **)(*g_pGameRules + 0x164))(g_pGameRules,param_1,this,uVar2,uVar3,uVar4);
  iVar1 = (**(code **)(*g_pGameRules + 0x168))(g_pGameRules,this);
  if (iVar1 != 5) {
    UTIL_Remove((CBaseEntity *)this);
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x006e3319. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 500))();
  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)