L L4D2node

CPhysicsCannister::VPhysicsCollision

0x00788280 · 161 bytes · __thiscall

_ZN17CPhysicsCannister17VPhysicsCollisionEiP21gamevcollisionevent_t

Decompiled

undefined (3 params)

/* CPhysicsCannister::VPhysicsCollision(int, gamevcollisionevent_t*) */

void __thiscall
CPhysicsCannister::VPhysicsCollision
          (CPhysicsCannister *this,int param_1,gamevcollisionevent_t *param_2)

{
  uint uVar1;
  undefined *puVar2;
  CBaseEntity *pCVar3;
  
  if ((this[0x1a8c] != (CPhysicsCannister)0x0) && (this[0x1a74] != (CPhysicsCannister)0x0)) {
    if ((*(float *)(param_2 + 0x14) <= 0.5 && *(float *)(param_2 + 0x14) != 0.5) &&
       (this == *(CPhysicsCannister **)(param_2 + ((param_1 == 0) + 0x18) * 4 + 8))) {
      return;
    }
    if (1000.0 < *(float *)(param_2 + 0x18)) {
      uVar1 = *(uint *)(this + 0x1ac8);
      if (((uVar1 == 0xffffffff) ||
          (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) {
        pCVar3 = (CBaseEntity *)0x0;
      }
      else {
        pCVar3 = *(CBaseEntity **)(puVar2 + 4);
      }
      Explode(this,pCVar3);
      return;
    }
  }
  CBaseEntity::VPhysicsCollision((CBaseEntity *)this,param_1,param_2);
  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)