L L4D2node

CHolidayGift::ItemTouch

0x008d1450 · 106 bytes · __thiscall

_ZN12CHolidayGift9ItemTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CHolidayGift::ItemTouch(CBaseEntity*) */

void __thiscall CHolidayGift::ItemTouch(CHolidayGift *this,CBaseEntity *param_1)

{
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  if (param_1 != g_WorldEntity) {
    CItem::ItemTouch((CItem *)this,param_1);
    return;
  }
  if (((byte)this[0x14d] & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
  }
  local_10 = *(undefined4 *)(this + 0x27c);
  local_18 = 0;
  local_14 = 0;
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_18);
  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)