L L4D2node

CBasePlayer::OnTonemapTriggerEndTouch

0x007b9df0 · 58 bytes · __thiscall

_ZN11CBasePlayer24OnTonemapTriggerEndTouchEP15CTonemapTrigger

Decompiled

undefined (2 params)

/* CBasePlayer::OnTonemapTriggerEndTouch(CTonemapTrigger*) */

void __thiscall CBasePlayer::OnTonemapTriggerEndTouch(CBasePlayer *this,CTonemapTrigger *param_1)

{
  undefined4 *puVar1;
  undefined4 local_10 [3];
  
  local_10[0] = 0xffffffff;
  if (param_1 != (CTonemapTrigger *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    local_10[0] = *puVar1;
  }
  CUtlVector<CHandle<CTonemapTrigger>,CUtlMemory<CHandle<CTonemapTrigger>,int>>::FindAndRemove
            ((CUtlVector<CHandle<CTonemapTrigger>,CUtlMemory<CHandle<CTonemapTrigger>,int>> *)
             (this + 0x1c4c),(CHandle *)local_10);
  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)