L L4D2node

CGamePlayerEquip::Touch

0x006f2f90 · 79 bytes · __thiscall

_ZN16CGamePlayerEquip5TouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CGamePlayerEquip::Touch(CBaseEntity*) */

void __thiscall CGamePlayerEquip::Touch(CGamePlayerEquip *this,CBaseEntity *param_1)

{
  char cVar1;
  
  if ((*(int *)(this + 0x440) != 0) &&
     (cVar1 = UTIL_IsMasterTriggered(*(undefined4 *)(this + 0x440),param_1), cVar1 == '\0')) {
    return;
  }
  if (((byte)this[0x148] & 1) != 0) {
    return;
  }
  EquipPlayer(this,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)