L L4D2node

CCollisionEvent::AddTouchEvent

0x0077c6c0 · 55 bytes · __thiscall

_ZN15CCollisionEvent13AddTouchEventEP11CBaseEntityS1_iRK6VectorS4_

Decompiled

undefined (6 params)

/* CCollisionEvent::AddTouchEvent(CBaseEntity*, CBaseEntity*, int, Vector const&, Vector const&) */

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

{
  CCollisionEvent *pCVar1;
  
  if ((param_1 != (CBaseEntity *)0x0) && (param_2 != (CBaseEntity *)0x0)) {
    pCVar1 = (CCollisionEvent *)
             AddTouchEvent((CCollisionEvent *)param_3,(CBaseEntity *)param_4,(CBaseEntity *)param_5,
                           param_3,param_4,param_5);
    return pCVar1;
  }
  return this;
}

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)