L L4D2node

CCollisionEvent::UpdateFluidEvents

0x0077b020 · 137 bytes · __thiscall

_ZN15CCollisionEvent17UpdateFluidEventsEv

Decompiled

undefined (1 param)

/* CCollisionEvent::UpdateFluidEvents() */

void __thiscall CCollisionEvent::UpdateFluidEvents(CCollisionEvent *this)

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  iVar3 = *(int *)(this + 0x140) + -1;
  iVar4 = iVar3 * 8;
  if (-1 < iVar3) {
    do {
      while( true ) {
        puVar1 = (undefined4 *)(*(int *)(this + 0x134) + iVar4);
        if ((*(float *)(gpGlobals + 0xc) - (float)puVar1[1] <= 2.0) || (*(int *)(this + 0x140) < 1))
        break;
        iVar5 = *(int *)(this + 0x140) + -1;
        if (iVar3 != iVar5) {
          puVar2 = (undefined4 *)(*(int *)(this + 0x134) + iVar5 * 8);
          *puVar1 = *puVar2;
          puVar1[1] = puVar2[1];
          iVar5 = *(int *)(this + 0x140) + -1;
        }
        iVar3 = iVar3 + -1;
        iVar4 = iVar4 + -8;
        *(int *)(this + 0x140) = iVar5;
        if (iVar3 == -1) {
          return;
        }
      }
      iVar3 = iVar3 + -1;
      iVar4 = iVar4 + -8;
    } while (iVar3 != -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)