L L4D2node

CCollisionEvent::PostCollision

0x00778190 · 365 bytes · __thiscall

_ZN15CCollisionEvent13PostCollisionEP17vcollisionevent_t

Decompiled

undefined (2 params)

/* CCollisionEvent::PostCollision(vcollisionevent_t*) */

void __thiscall CCollisionEvent::PostCollision(CCollisionEvent *this,vcollisionevent_t *param_1)

{
  int *piVar1;
  vcollisionevent_t vVar2;
  ushort uVar3;
  int iVar4;
  int iVar5;
  CCollisionEvent *local_30;
  char local_1e [14];
  
  iVar5 = 0;
  local_1e[0] = '\0';
  local_1e[1] = '\0';
  *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + 1;
  local_30 = this + 0x84;
  do {
    piVar1 = *(int **)(param_1 + iVar5 * 4);
    if (piVar1 != (int *)0x0) {
                    /* try { // try from 007781c5 to 00778301 has its CatchHandler @ 00778307 */
      iVar4 = (**(code **)(*piVar1 + 0x48))(piVar1);
      if (iVar4 == 0) goto LAB_007782c0;
      *(int *)(this + iVar5 * 4 + 0xb4) = iVar4;
      uVar3 = (**(code **)(*piVar1 + 0x60))(piVar1);
      (**(code **)(*piVar1 + 0xd4))(piVar1,local_30,0);
      if ((uVar3 & 0x10) != 0) {
        local_1e[iVar5] = '\x01';
      }
    }
    local_30 = local_30 + 0xc;
    iVar5 = iVar5 + 1;
  } while (iVar5 != 2);
  *(undefined4 *)(this + 100) = *(undefined4 *)(param_1 + 0x18);
  *(undefined4 *)(this + 0x68) = *(undefined4 *)(param_1 + 0x1c);
  piVar1 = *(int **)(this + 0xb4);
  if (piVar1 == *(int **)(this + 0xb8)) {
    if ((param_1[0x10] != (vcollisionevent_t)0x0) && (piVar1 != (int *)0x0)) {
      (**(code **)(*piVar1 + 0x2ac))(piVar1,0,this + 0x4c);
    }
  }
  else {
    if ((local_1e[0] == '\0') || (local_1e[1] == '\0')) {
      vVar2 = param_1[0x10];
    }
    else {
      param_1[0x10] = (vcollisionevent_t)0x0;
      vVar2 = (vcollisionevent_t)0x0;
    }
    iVar5 = 0;
    while( true ) {
      if ((vVar2 != (vcollisionevent_t)0x0) &&
         (piVar1 = *(int **)(this + iVar5 * 4 + 0xb4), piVar1 != (int *)0x0)) {
        (**(code **)(*piVar1 + 0x2ac))(piVar1,iVar5,this + 0x4c);
      }
      if ((param_1[0x11] != (vcollisionevent_t)0x0) && (local_1e[iVar5] != '\0')) {
        (**(code **)(**(int **)(this + iVar5 * 4 + 0xb4) + 0x2a4))
                  (*(int **)(this + iVar5 * 4 + 0xb4),iVar5,this + 0x4c);
      }
      iVar5 = iVar5 + 1;
      if (iVar5 == 2) break;
      vVar2 = param_1[0x10];
    }
  }
LAB_007782c0:
  *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + -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)