L L4D2node

CCollisionEvent::StartTouch

0x0077b1a0 · 184 bytes · __thiscall

_ZN15CCollisionEvent10StartTouchEP14IPhysicsObjectS1_P21IPhysicsCollisionData

Decompiled

undefined (4 params)

/* CCollisionEvent::StartTouch(IPhysicsObject*, IPhysicsObject*, IPhysicsCollisionData*) */

void __thiscall
CCollisionEvent::StartTouch
          (CCollisionEvent *this,IPhysicsObject *param_1,IPhysicsObject *param_2,
          IPhysicsCollisionData *param_3)

{
  CBaseEntity *pCVar1;
  CBaseEntity *pCVar2;
  int in_stack_ffffffb0;
  Vector *in_stack_ffffffb4;
  Vector *in_stack_ffffffb8;
  CBaseEntity local_34 [12];
  CBaseEntity local_28 [24];
  
  *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + 1;
                    /* try { // try from 0077b1be to 0077b25a has its CatchHandler @ 0077b260 */
  pCVar1 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x48))(param_1);
  pCVar2 = (CBaseEntity *)(**(code **)(*(int *)param_2 + 0x48))(param_2);
  if ((pCVar2 != (CBaseEntity *)0x0) && (pCVar1 != (CBaseEntity *)0x0)) {
    (**(code **)(*(int *)param_3 + 4))(param_3,local_34);
    (*(code *)**(undefined4 **)param_3)(param_3,local_28);
    if (this[0x164] == (CCollisionEvent)0x0) {
      DispatchStartTouch(this,pCVar1,pCVar2,(Vector *)local_34,(Vector *)local_28);
    }
    else {
      AddTouchEvent((CCollisionEvent *)0x0,local_34,local_28,in_stack_ffffffb0,in_stack_ffffffb4,
                    in_stack_ffffffb8);
    }
  }
  *(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)