L L4D2node

Vocalizer::OnTouch

0x00a08fb0 · 226 bytes · __thiscall

_ZN9Vocalizer7OnTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* Vocalizer::OnTouch(CBaseEntity*) */

void __thiscall Vocalizer::OnTouch(Vocalizer *this,CBaseEntity *param_1)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  undefined4 *puVar4;
  undefined *puVar5;
  
  iVar3 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)this);
  cVar2 = IsASurvivorTeam(iVar3);
  if (cVar2 == '\0') {
    return;
  }
  uVar1 = *(uint *)(this + 0xf4);
  if ((((uVar1 == 0xffffffff) ||
       (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)) {
    cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (((cVar2 != '\0') || (*(char **)(param_1 + 0x7c) == "info_transitioning_player")) ||
       (cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"info_transitioning_player"), cVar2 != '\0'
       )) {
      iVar3 = CBaseEntity::GetTeamNumber(param_1);
      cVar2 = IsASurvivorTeam(iVar3);
      if (cVar2 != '\0') {
        puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
        *(undefined4 *)(this + 0xf4) = *puVar4;
        return;
      }
    }
  }
  else if (param_1 == (CBaseEntity *)0x0) {
    *(undefined4 *)(this + 0xf8) = 0xffffffff;
    return;
  }
  puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  *(undefined4 *)(this + 0xf8) = *puVar4;
  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)