L L4D2node

CCollisionEvent::PreCollision

0x00779230 · 418 bytes · __thiscall

_ZN15CCollisionEvent12PreCollisionEP17vcollisionevent_t

Decompiled

undefined (2 params)

/* CCollisionEvent::PreCollision(vcollisionevent_t*) */

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

{
  undefined4 uVar1;
  int *piVar2;
  char cVar3;
  uint uVar4;
  int *piVar5;
  longdouble lVar6;
  float fVar7;
  CCollisionEvent *local_44;
  uint local_40;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  local_40 = 0;
  *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + 1;
  *(undefined4 *)(this + 0x4c) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x50) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x54) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x58) = *(undefined4 *)(param_1 + 0xc);
  *(undefined4 *)(this + 0x5c) = *(undefined4 *)(param_1 + 0x10);
  *(undefined4 *)(this + 0x60) = *(undefined4 *)(param_1 + 0x14);
  *(undefined4 *)(this + 100) = *(undefined4 *)(param_1 + 0x18);
  uVar1 = *(undefined4 *)(param_1 + 0x1c);
  *(undefined4 *)(this + 0xb4) = 0;
  *(undefined4 *)(this + 0xb8) = 0;
  *(undefined4 *)(this + 0x68) = uVar1;
  local_44 = this + 0x6c;
  do {
    piVar2 = *(int **)(param_1 + local_40 * 4);
    if (piVar2 != (int *)0x0) {
                    /* try { // try from 007792a9 to 007793b0 has its CatchHandler @ 007793d2 */
      uVar4 = (**(code **)(*piVar2 + 0x50))(piVar2);
      if ((uVar4 & 4) != 0) {
        piVar5 = (int *)(**(code **)(**(int **)(param_1 + (local_40 ^ 1) * 4) + 0x48))
                                  (*(int **)(param_1 + (local_40 ^ 1) * 4));
        if (piVar5 != (int *)0x0) {
          cVar3 = (**(code **)(*piVar5 + 0x16c))(piVar5);
          if (cVar3 == '\0') {
            (**(code **)(*piVar2 + 0xd4))(piVar2,&local_34,&local_28);
            lVar6 = (longdouble)VectorNormalize((Vector *)&local_34);
            fVar7 = (float)lVar6;
            if (fVar7 <= 10.0) {
              fVar7 = 10.0;
            }
            local_34 = local_34 * fVar7;
            local_30 = local_30 * fVar7;
            local_2c = fVar7 * local_2c;
            lVar6 = (longdouble)VectorNormalize((Vector *)&local_28);
            fVar7 = (float)lVar6;
            if (fVar7 <= 1.0) {
              fVar7 = 1.0;
            }
            local_28 = local_28 * fVar7;
            local_24 = local_24 * fVar7;
            local_20 = fVar7 * local_20;
            (**(code **)(*piVar2 + 0xcc))(piVar2,&local_34,&local_28);
          }
        }
      }
      (**(code **)(*piVar2 + 0xd4))(piVar2,local_44,local_44 + 0x30);
    }
    local_40 = local_40 + 1;
    local_44 = local_44 + 0xc;
  } while (local_40 != 2);
  *(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)