L L4D2node

CItem::ItemTouch

0x006e4980 · 232 bytes · __thiscall

_ZN5CItem9ItemTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CItem::ItemTouch(CBaseEntity*) */

void __thiscall CItem::ItemTouch(CItem *this,CBaseEntity *param_1)

{
  char cVar1;
  int iVar2;
  undefined4 *puVar3;
  
  iVar2 = (**(code **)(*(int *)param_1 + 0x18c))(param_1);
  if (iVar2 != 0) {
    puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0x18c))(param_1);
    param_1 = (CBaseEntity *)(**(code **)*puVar3)(puVar3,0);
    if (param_1 == (CBaseEntity *)0x0) {
      return;
    }
  }
  cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if ((((cVar1 != '\0') &&
       (cVar1 = UTIL_ItemCanBeTouchedByPlayer((CBaseEntity *)this,(CBasePlayer *)param_1),
       cVar1 != '\0')) &&
      (COutputEvent::FireOutput((COutputEvent *)(this + 0x1414),param_1,(CBaseEntity *)this,0.0),
      *(CBasePlayer *)(param_1 + 0x17d9) == (CBasePlayer)0x0)) &&
     (cVar1 = (**(code **)(*g_pGameRules + 0x160))(g_pGameRules,param_1,this), cVar1 != '\0')) {
    cVar1 = (**(code **)(*(int *)this + 0x3ac))(this,param_1);
    if (cVar1 == '\0') {
      if (gEvilImpulse101 != 0) {
        UTIL_Remove((CBaseEntity *)this);
        return;
      }
    }
    else {
      (**(code **)(*(int *)this + 0x3b0))(this,param_1,param_1);
    }
  }
  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)