L L4D2node

CCollisionEvent::FluidEndTouch

0x0077e980 · 197 bytes · __thiscall

_ZN15CCollisionEvent13FluidEndTouchEP14IPhysicsObjectP23IPhysicsFluidController

Decompiled

undefined (3 params)

/* CCollisionEvent::FluidEndTouch(IPhysicsObject*, IPhysicsFluidController*) */

void __thiscall
CCollisionEvent::FluidEndTouch
          (CCollisionEvent *this,IPhysicsObject *param_1,IPhysicsFluidController *param_2)

{
  code *pcVar1;
  int iVar2;
  CBaseEntity *pCVar3;
  undefined4 uVar4;
  longdouble lVar5;
  
  iVar2 = *(int *)(this + 0x15c) + 1;
  *(int *)(this + 0x15c) = iVar2;
  if ((param_1 != (IPhysicsObject *)0x0) && (param_2 != (IPhysicsFluidController *)0x0)) {
                    /* try { // try from 0077e9c4 to 0077ea42 has its CatchHandler @ 0077ea53 */
    pCVar3 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x48))(param_1);
    if (pCVar3 != (CBaseEntity *)0x0) {
      lVar5 = (longdouble)DeltaTimeSinceLastFluid(this,pCVar3);
      if (0.5 <= (float)lVar5) {
        PhysicsSplash(param_2,param_1,pCVar3);
      }
      *(uint *)(pCVar3 + 0x14c) = *(uint *)(pCVar3 + 0x14c) & 0xfff7ffff;
      pcVar1 = *(code **)(*(int *)pCVar3 + 0x198);
      uVar4 = (**(code **)(*(int *)param_2 + 0x1c))(param_2);
      (*pcVar1)(pCVar3,1,uVar4);
      *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + -1;
      return;
    }
    iVar2 = *(int *)(this + 0x15c);
  }
  *(int *)(this + 0x15c) = iVar2 + -1;
  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)