L L4D2node

CCollisionEvent::FindOrAddPenetrateEvent

0x0077e070 · 417 bytes · __thiscall

_ZN15CCollisionEvent23FindOrAddPenetrateEventEP11CBaseEntityS1_

Decompiled

undefined (3 params)

/* CCollisionEvent::FindOrAddPenetrateEvent(CBaseEntity*, CBaseEntity*) */

void __thiscall
CCollisionEvent::FindOrAddPenetrateEvent
          (CCollisionEvent *this,CBaseEntity *param_1,CBaseEntity *param_2)

{
  uint *puVar1;
  undefined4 uVar2;
  uint uVar3;
  int iVar4;
  undefined4 *puVar5;
  uint *puVar6;
  int iVar7;
  undefined *puVar8;
  CBaseEntity *pCVar9;
  undefined4 *puVar10;
  
  iVar4 = *(int *)(this + 300);
  iVar7 = iVar4 + -1;
  if (-1 < iVar7) {
    puVar1 = (uint *)(*(int *)(this + 0x120) + iVar7 * 0x14);
    puVar6 = puVar1;
    do {
      uVar3 = *puVar6;
      if (((uVar3 == 0xffffffff) ||
          (puVar8 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar8 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar8 + 8) != uVar3 >> 0xc)) {
        if (param_1 == (CBaseEntity *)0x0) goto LAB_0077e108;
      }
      else if (param_1 == *(CBaseEntity **)(puVar8 + 4)) {
LAB_0077e108:
        uVar3 = *(uint *)((int)puVar1 +
                         (int)puVar6 + (iVar4 * -0x14 - *(int *)(this + 0x120)) + 0x18);
        pCVar9 = (CBaseEntity *)0x0;
        if (((uVar3 != 0xffffffff) &&
            (puVar8 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar8 + 8) == uVar3 >> 0xc)) {
          pCVar9 = *(CBaseEntity **)(puVar8 + 4);
        }
        if (param_2 == pCVar9) goto LAB_0077e142;
      }
      iVar7 = iVar7 + -1;
      puVar6 = puVar6 + -5;
    } while (iVar7 != -1);
  }
  iVar4 = CUtlVector<penetrateevent_t,CUtlMemory<penetrateevent_t,int>>::InsertBefore
                    ((CUtlVector<penetrateevent_t,CUtlMemory<penetrateevent_t,int>> *)(this + 0x120)
                     ,iVar4);
  puVar10 = (undefined4 *)(*(int *)(this + 0x120) + iVar4 * 0x14);
  if (param_1 == (CBaseEntity *)0x0) {
    *puVar10 = 0xffffffff;
  }
  else {
    puVar5 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *puVar10 = *puVar5;
  }
  if (param_2 == (CBaseEntity *)0x0) {
    puVar10[1] = 0xffffffff;
  }
  else {
    puVar5 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
    puVar10[1] = *puVar5;
  }
  uVar2 = *(undefined4 *)(gpGlobals + 0xc);
  puVar10[4] = 0;
  puVar10[2] = uVar2;
  UpdateEntityPenetrationFlag(param_1,true);
  UpdateEntityPenetrationFlag(param_2,true);
  puVar6 = (uint *)(*(int *)(this + 0x120) + iVar4 * 0x14);
LAB_0077e142:
  puVar6[3] = *(uint *)(gpGlobals + 0xc);
  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)