L L4D2node

CCollisionEvent::GetTriggerEvent

0x0077c790 · 76 bytes · __thiscall

_ZN15CCollisionEvent15GetTriggerEventEP14triggerevent_tP11CBaseEntity

Decompiled

undefined (3 params)

/* CCollisionEvent::GetTriggerEvent(triggerevent_t*, CBaseEntity*) */

undefined4 __thiscall
CCollisionEvent::GetTriggerEvent(CCollisionEvent *this,triggerevent_t *param_1,CBaseEntity *param_2)

{
  if ((param_1 != (triggerevent_t *)0x0) && (*(CBaseEntity **)(this + 0xd0) == param_2)) {
    *(CBaseEntity **)param_1 = param_2;
    *(undefined4 *)(param_1 + 4) = *(undefined4 *)(this + 0xd4);
    *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0xd8);
    *(undefined4 *)(param_1 + 0xc) = *(undefined4 *)(this + 0xdc);
    *(undefined4 *)(param_1 + 0x10) = *(undefined4 *)(this + 0xe0);
    return 1;
  }
  return 0;
}

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)