L L4D2node

CInferno::IsTouching

0x008c7200 · 928 bytes · __thiscall

_ZNK8CInferno10IsTouchingEP11CBaseEntityfb

Decompiled

undefined (4 params)

/* CInferno::IsTouching(CBaseEntity*, float, bool) const */

undefined4 __thiscall
CInferno::IsTouching(CInferno *this,CBaseEntity *param_1,float param_2,bool param_3)

{
  Vector *pVVar1;
  Vector *pVVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  float local_e8;
  float local_e4;
  float local_e0;
  CTraceFilterSimple local_dc [16];
  undefined4 local_cc;
  undefined4 local_c8;
  undefined4 local_c4;
  float local_bc;
  float local_b8;
  float local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [8];
  float local_68;
  Vector local_64 [32];
  float local_44;
  
  if ((param_1 != (CBaseEntity *)0x0) && (0 < *(int *)(this + 0xa40))) {
    iVar4 = 0;
    do {
      while (((pVVar2 = *(Vector **)(this + iVar4 * 4 + 0xa48), *(int *)(this + 0xa44) != 1 ||
              (iVar3 = CBaseEntity::GetGroundEntity(param_1), iVar3 == 0)) ||
             (CCollisionProperty::CalcNearestPoint
                        ((CCollisionProperty *)(param_1 + 0x194),pVVar2,local_70),
             local_68 - *(float *)(pVVar2 + 8) <= param_2 * 0.33333334))) {
        pVVar1 = pVVar2 + 0xc;
        CCollisionProperty::CalcNearestPoint
                  ((CCollisionProperty *)(param_1 + 0x194),pVVar1,(Vector *)&local_e8);
        fVar5 = local_e8 - *(float *)(pVVar2 + 0xc);
        if ((local_e4 - *(float *)(pVVar2 + 0x10)) * (local_e4 - *(float *)(pVVar2 + 0x10)) +
            fVar5 * fVar5 +
            (local_e0 - *(float *)(pVVar2 + 0x14)) * (local_e0 - *(float *)(pVVar2 + 0x14)) <
            param_2 * param_2) {
          if (!param_3) {
            if (*(int *)(InfernoDebug._28_4_ + 0x30) == 0) {
              return 1;
            }
            fVar5 = 0.2;
LAB_008c7567:
            NDebugOverlay::Line(pVVar1,(Vector *)&local_e8,0xff,0,0xff,true,fVar5);
            return 1;
          }
          local_b8 = local_e4 - *(float *)(pVVar2 + 0x10);
          local_b4 = local_e0 - *(float *)(pVVar2 + 0x14);
          local_88 = 1;
          local_94 = 0;
          local_98 = 0;
          local_9c = 0;
          local_8c = 0;
          local_a4 = 0;
          local_a8 = 0;
          local_ac = 0;
          local_87 = local_b4 * local_b4 + local_b8 * local_b8 + fVar5 * fVar5 != 0.0;
          local_cc = *(undefined4 *)(pVVar2 + 0xc);
          local_c8 = *(undefined4 *)(pVVar2 + 0x10);
          local_c4 = *(undefined4 *)(pVVar2 + 0x14);
          local_bc = fVar5;
          CTraceFilterSimple::CTraceFilterSimple
                    (local_dc,(IHandleEntity *)0x0,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
          (**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x4003,local_dc,local_70);
          if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
            DebugDrawLine(local_70,local_64,0xff,0,0,true,-1.0);
          }
          if (local_44 == 1.0) {
            if (*(int *)(InfernoDebug._28_4_ + 0x30) == 0) {
              return 1;
            }
            fVar5 = 50.2;
            goto LAB_008c7567;
          }
          if (*(int *)(InfernoDebug._28_4_ + 0x30) != 0) {
            NDebugOverlay::Line(pVVar1,(Vector *)&local_e8,0xff,0,0,true,50.2);
          }
        }
        iVar4 = iVar4 + 1;
        if (*(int *)(this + 0xa40) <= iVar4) {
          return 0;
        }
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(this + 0xa40));
  }
  return 0;
}

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)