L L4D2node

Infected::ShouldTouch

0x00a0c5a0 · 62 bytes · __thiscall

_ZNK8Infected11ShouldTouchEPK11CBaseEntity

Decompiled

undefined (2 params)

/* Infected::ShouldTouch(CBaseEntity const*) const */

undefined4 __thiscall Infected::ShouldTouch(Infected *this,CBaseEntity *param_1)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = IsInCommentaryMode();
  if (((cVar1 == '\0') || (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0'))
     || (uVar2 = (**(code **)(*(int *)param_1 + 0x778))(param_1), (char)uVar2 != '\0')) {
    uVar2 = 1;
  }
  return uVar2;
}

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)