L L4D2node

CCollisionEvent::ObjectLeaveTrigger

0x00778460 · 176 bytes · __thiscall

_ZN15CCollisionEvent18ObjectLeaveTriggerEP14IPhysicsObjectS1_

Decompiled

undefined (3 params)

/* CCollisionEvent::ObjectLeaveTrigger(IPhysicsObject*, IPhysicsObject*) */

void __thiscall
CCollisionEvent::ObjectLeaveTrigger
          (CCollisionEvent *this,IPhysicsObject *param_1,IPhysicsObject *param_2)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = (int *)(**(code **)(*(int *)param_1 + 0x48))(param_1);
  iVar2 = (**(code **)(*(int *)param_2 + 0x48))(param_2);
  if ((iVar2 != 0) && (piVar1 != (int *)0x0)) {
    *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + 1;
    *(int **)(this + 0xd0) = piVar1;
    *(IPhysicsObject **)(this + 0xd4) = param_1;
    *(int *)(this + 0xd8) = iVar2;
    *(IPhysicsObject **)(this + 0xdc) = param_2;
    this[0xe0] = (CCollisionEvent)0x0;
                    /* try { // try from 007784d3 to 007784d8 has its CatchHandler @ 0077851a */
    (**(code **)(*piVar1 + 0x1b8))(piVar1,iVar2);
    *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + -1;
    *(undefined4 *)(this + 0xd0) = 0;
    *(undefined4 *)(this + 0xd4) = 0;
    *(undefined4 *)(this + 0xd8) = 0;
    *(undefined4 *)(this + 0xdc) = 0;
    *(undefined4 *)(this + 0xe0) = 0;
    return;
  }
  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)