L L4D2node

ChargerAssault::OnContact

0x00a7c5d0 · 117 bytes · __thiscall

_ZN14ChargerAssault9OnContactEP7ChargerP11CBaseEntityP10CGameTrace

Decompiled

undefined (4 params)

/* ChargerAssault::OnContact(Charger*, CBaseEntity*, CGameTrace*) */

ChargerAssault * __thiscall
ChargerAssault::OnContact
          (ChargerAssault *this,Charger *param_1,CBaseEntity *param_2,CGameTrace *param_3)

{
  char cVar1;
  int iVar2;
  undefined4 *puVar3;
  
  if (param_3 != (CGameTrace *)0x0) {
    cVar1 = (**(code **)(*(int *)param_3 + 0x16c))(param_3);
    if (cVar1 != '\0') {
      iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_3);
      if (iVar2 == 2) {
        cVar1 = (**(code **)(*(int *)param_3 + 0x7e8))(param_3);
        if (cVar1 == '\0') {
          puVar3 = (undefined4 *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
          *(undefined4 *)(param_1 + 0x34) = *puVar3;
        }
      }
    }
  }
  *(undefined4 *)this = 4;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  return this;
}

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)