L L4D2node

CTriggerSoundscape::EndTouch

0x0082fb90 · 97 bytes · __thiscall

_ZN18CTriggerSoundscape8EndTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerSoundscape::EndTouch(CBaseEntity*) */

void __thiscall CTriggerSoundscape::EndTouch(CTriggerSoundscape *this,CBaseEntity *param_1)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)(this + 0x56c);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
     (*(CEnvSoundscapeTriggerable **)(puVar2 + 4) != (CEnvSoundscapeTriggerable *)0x0)) {
    CEnvSoundscapeTriggerable::DelegateEndTouch(*(CEnvSoundscapeTriggerable **)(puVar2 + 4),param_1)
    ;
  }
  CBaseTrigger::EndTouch((CBaseTrigger *)this,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)