L L4D2node

CCollisionEvent::AddTouchEvent

0x00779750 · 416 bytes · __thiscall

_ZN15CCollisionEvent13AddTouchEventEP11CBaseEntityS1_iRK6VectorS4_.part.176

Decompiled

undefined (6 params)

/* CCollisionEvent::AddTouchEvent(CBaseEntity*, CBaseEntity*, int, Vector const&, Vector const&)
   [clone .part.176] */

void __thiscall
CCollisionEvent::AddTouchEvent
          (CCollisionEvent *this,CBaseEntity *param_1,CBaseEntity *param_2,int param_3,
          Vector *param_4,Vector *param_5)

{
  int iVar1;
  int in_EAX;
  undefined4 *puVar2;
  int iVar3;
  void *pvVar4;
  int iVar5;
  undefined4 in_ECX;
  undefined4 in_EDX;
  int iVar6;
  
  iVar1 = *(int *)(in_EAX + 0xf0);
  iVar5 = *(int *)(in_EAX + 0xe8);
  iVar6 = iVar1 + 1;
  if (iVar5 < iVar6) {
    iVar3 = *(int *)(in_EAX + 0xec);
    if (-1 < iVar3) {
      if (iVar3 == 0) {
        if (iVar5 == 0) {
          if (iVar6 < 2) {
            iVar3 = 1;
            goto LAB_0077983f;
          }
          iVar5 = 1;
        }
        do {
          iVar3 = iVar5 * 2;
          if (iVar6 <= iVar3) break;
          iVar3 = iVar5 * 4;
          iVar5 = iVar3;
        } while (iVar3 < iVar6);
      }
      else {
        for (iVar3 = (iVar1 / iVar3 + 1) * iVar3; iVar3 < iVar6; iVar3 = (iVar3 + iVar6) / 2) {
        }
      }
LAB_0077983f:
      *(int *)(in_EAX + 0xe8) = iVar3;
      if (*(void **)(in_EAX + 0xe4) == (void *)0x0) {
        pvVar4 = malloc(iVar3 * 0x24);
        *(void **)(in_EAX + 0xe4) = pvVar4;
      }
      else {
        pvVar4 = realloc(*(void **)(in_EAX + 0xe4),iVar3 * 0x24);
        *(void **)(in_EAX + 0xe4) = pvVar4;
        iVar6 = *(int *)(in_EAX + 0xf0) + 1;
      }
      goto LAB_00779781;
    }
  }
  pvVar4 = *(void **)(in_EAX + 0xe4);
LAB_00779781:
  *(int *)(in_EAX + 0xf0) = iVar6;
  iVar6 = (iVar6 - iVar1) + -1;
  *(void **)(in_EAX + 0xf4) = pvVar4;
  if (0 < iVar6) {
    _V_memmove((void *)((int)pvVar4 + iVar1 * 0x24 + 0x24),(void *)((int)pvVar4 + iVar1 * 0x24),
               iVar6 * 0x24);
    pvVar4 = *(void **)(in_EAX + 0xe4);
  }
  puVar2 = (undefined4 *)((int)pvVar4 + iVar1 * 0x24);
  puVar2[2] = this;
  *puVar2 = in_EDX;
  puVar2[1] = in_ECX;
  puVar2[3] = *(undefined4 *)param_1;
  puVar2[4] = *(undefined4 *)(param_1 + 4);
  puVar2[5] = *(undefined4 *)(param_1 + 8);
  puVar2[6] = *(undefined4 *)param_2;
  puVar2[7] = *(undefined4 *)(param_2 + 4);
  puVar2[8] = *(undefined4 *)(param_2 + 8);
  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)