L L4D2node

CCollisionEvent::AddRemoveObject

0x0077ea70 · 98 bytes · __thiscall

_ZN15CCollisionEvent15AddRemoveObjectEP18IServerNetworkable

Decompiled

undefined (2 params)

/* CCollisionEvent::AddRemoveObject(IServerNetworkable*) */

void __thiscall CCollisionEvent::AddRemoveObject(CCollisionEvent *this,IServerNetworkable *param_1)

{
  int iVar1;
  int iVar2;
  
  if (param_1 != (IServerNetworkable *)0x0) {
    iVar1 = *(int *)(this + 0x154);
    if (0 < iVar1) {
      if (param_1 == (IServerNetworkable *)**(int **)(this + 0x148)) {
        return;
      }
      iVar2 = 0;
      do {
        iVar2 = iVar2 + 1;
        if (iVar2 == iVar1) goto LAB_0077eaac;
      } while (param_1 != (IServerNetworkable *)(*(int **)(this + 0x148))[iVar2]);
      if (iVar2 != -1) {
        return;
      }
    }
LAB_0077eaac:
    CUtlVector<IServerNetworkable*,CUtlMemory<IServerNetworkable*,int>>::InsertBefore
              ((CUtlVector<IServerNetworkable*,CUtlMemory<IServerNetworkable*,int>> *)(this + 0x148)
               ,iVar1,&param_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)