L L4D2node

CCollisionEvent::DispatchStartTouch

0x0077b110 · 142 bytes · __thiscall

_ZN15CCollisionEvent18DispatchStartTouchEP11CBaseEntityS1_RK6VectorS4_

Decompiled

undefined (5 params)

/* CCollisionEvent::DispatchStartTouch(CBaseEntity*, CBaseEntity*, Vector const&, Vector const&) */

void __thiscall
CCollisionEvent::DispatchStartTouch
          (CCollisionEvent *this,CBaseEntity *param_1,CBaseEntity *param_2,Vector *param_3,
          Vector *param_4)

{
  int iVar1;
  CGameTrace *pCVar2;
  CGameTrace local_70 [12];
  float local_64;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  
  pCVar2 = local_70;
  for (iVar1 = 0x15; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + 4;
  }
  local_64 = *(float *)param_3;
  local_60 = *(float *)(param_3 + 4);
  local_58 = *(float *)param_4;
  local_54 = *(float *)(param_4 + 4);
  local_5c = *(float *)(param_3 + 8);
  local_50 = *(float *)(param_4 + 8);
  local_4c = local_60 * local_54 + local_64 * local_58 + local_5c * local_50;
  CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven(param_1,param_2,local_70);
  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)