L L4D2node

CCollisionEvent::UpdateTouchEvents

0x0077b2a0 · 371 bytes · __thiscall

_ZN15CCollisionEvent17UpdateTouchEventsEv

Decompiled

undefined (1 param)

/* CCollisionEvent::UpdateTouchEvents() */

void __thiscall CCollisionEvent::UpdateTouchEvents(CCollisionEvent *this)

{
  CCollisionEvent CVar1;
  CBaseEntity *pCVar2;
  CBaseEntity *pCVar3;
  int *piVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined4 *puVar7;
  int iVar8;
  int iVar9;
  int local_20;
  
  iVar9 = 0;
  iVar8 = 0;
  CVar1 = this[0x164];
  this[0x164] = (CCollisionEvent)0x1;
  if (0 < *(int *)(this + 0xf0)) {
    do {
      while (puVar7 = (undefined4 *)(*(int *)(this + 0xe4) + iVar9), puVar7[2] == 0) {
        iVar8 = iVar8 + 1;
        iVar9 = iVar9 + 0x24;
        DispatchStartTouch(this,(CBaseEntity *)*puVar7,(CBaseEntity *)puVar7[1],
                           (Vector *)(puVar7 + 3),(Vector *)(puVar7 + 6));
        if (*(int *)(this + 0xf0) <= iVar8) goto LAB_0077b347;
      }
      pCVar2 = (CBaseEntity *)puVar7[1];
      iVar8 = iVar8 + 1;
      iVar9 = iVar9 + 0x24;
      pCVar3 = (CBaseEntity *)*puVar7;
      CBaseEntity::PhysicsNotifyOtherOfUntouch(pCVar3,pCVar2);
      CBaseEntity::PhysicsNotifyOtherOfUntouch(pCVar2,pCVar3);
    } while (iVar8 < *(int *)(this + 0xf0));
  }
LAB_0077b347:
  iVar8 = 0;
  *(undefined4 *)(this + 0xf0) = 0;
  if (0 < *(int *)(this + 200)) {
    local_20 = 0;
    do {
      iVar9 = *(int *)(this + 0xbc);
      piVar4 = *(int **)(iVar9 + iVar8);
      *(int **)(this + 0xd0) = piVar4;
      *(undefined4 *)(this + 0xd4) = *(undefined4 *)(iVar9 + 4 + iVar8);
      uVar5 = *(undefined4 *)(iVar9 + 8 + iVar8);
      *(undefined4 *)(this + 0xd8) = uVar5;
      *(undefined4 *)(this + 0xdc) = *(undefined4 *)(iVar9 + 0xc + iVar8);
      uVar6 = *(undefined4 *)(iVar9 + 0x10 + iVar8);
      *(undefined4 *)(this + 0xe0) = uVar6;
      if ((char)uVar6 == '\0') {
        (**(code **)(*piVar4 + 0x1b8))();
      }
      else {
        (**(code **)(*piVar4 + 0x1b0))(piVar4,uVar5);
      }
      local_20 = local_20 + 1;
      iVar8 = iVar8 + 0x14;
    } while (local_20 < *(int *)(this + 200));
  }
  *(undefined4 *)(this + 200) = 0;
  *(undefined4 *)(this + 0xd0) = 0;
  *(undefined4 *)(this + 0xd4) = 0;
  *(undefined4 *)(this + 0xd8) = 0;
  *(undefined4 *)(this + 0xdc) = 0;
  *(undefined4 *)(this + 0xe0) = 0;
  this[0x164] = CVar1;
  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)