L L4D2node

CBasePlayer::Touch

0x007a8ba0 · 120 bytes · __thiscall

_ZN11CBasePlayer5TouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBasePlayer::Touch(CBaseEntity*) */

void __thiscall CBasePlayer::Touch(CBasePlayer *this,CBaseEntity *param_1)

{
  int *piVar1;
  char cVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  uint uVar5;
  
  pCVar3 = (CBaseEntity *)CBaseEntity::GetGroundEntity((CBaseEntity *)this);
  if ((pCVar3 != param_1) && (param_1[0x186] == (CBaseEntity)0x6)) {
    iVar4 = (**(code **)(*(int *)(param_1 + 0x194) + 0x2c))(param_1 + 0x194);
    if (iVar4 == 6) {
      uVar5 = (**(code **)(*(int *)(param_1 + 0x194) + 0x30))(param_1 + 0x194);
      if (((uVar5 & 8) == 0) && (piVar1 = *(int **)(param_1 + 0x238), piVar1 != (int *)0x0)) {
        cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1);
        if (cVar2 != '\0') {
          this[0x1df8] = (CBasePlayer)0x1;
          return;
        }
      }
    }
  }
  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)