L L4D2node

CCollisionEvent::DeltaTimeSinceLastFluid

0x0077e590 · 272 bytes · __thiscall

_ZN15CCollisionEvent23DeltaTimeSinceLastFluidEP11CBaseEntity

Decompiled

undefined (2 params)

/* CCollisionEvent::DeltaTimeSinceLastFluid(CBaseEntity*) */

longdouble __thiscall
CCollisionEvent::DeltaTimeSinceLastFluid(CCollisionEvent *this,CBaseEntity *param_1)

{
  uint uVar1;
  undefined4 *puVar2;
  uint *puVar3;
  int iVar4;
  undefined *puVar5;
  undefined4 *puVar6;
  
  iVar4 = *(int *)(this + 0x140) + -1;
  if (-1 < iVar4) {
    puVar3 = (uint *)(*(int *)(this + 0x134) + iVar4 * 8);
    do {
      uVar1 = *puVar3;
      if (((uVar1 == 0xffffffff) ||
          (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
        if (param_1 == (CBaseEntity *)0x0) goto LAB_0077e610;
      }
      else if (param_1 == *(CBaseEntity **)(puVar5 + 4)) {
LAB_0077e610:
        return (longdouble)(*(float *)(gpGlobals + 0xc) - (float)puVar3[1]);
      }
      iVar4 = iVar4 + -1;
      puVar3 = puVar3 + -2;
    } while (iVar4 != -1);
  }
  iVar4 = CUtlVector<fluidevent_t,CUtlMemory<fluidevent_t,int>>::InsertBefore
                    ((CUtlVector<fluidevent_t,CUtlMemory<fluidevent_t,int>> *)(this + 0x134),
                     *(int *)(this + 0x140));
  puVar6 = (undefined4 *)(*(int *)(this + 0x134) + iVar4 * 8);
  if (param_1 == (CBaseEntity *)0x0) {
    *puVar6 = 0xffffffff;
  }
  else {
    puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *puVar6 = *puVar2;
  }
  *(undefined4 *)(*(int *)(this + 0x134) + 4 + iVar4 * 8) = *(undefined4 *)(gpGlobals + 0xc);
  return (longdouble)2.0;
}

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)