L L4D2node

HunterAttack::OnContact

0x00a9c5a0 · 287 bytes · __thiscall

_ZN12HunterAttack9OnContactEP6HunterP11CBaseEntityP10CGameTrace

Decompiled

undefined (4 params)

/* HunterAttack::OnContact(Hunter*, CBaseEntity*, CGameTrace*) */

HunterAttack * __thiscall
HunterAttack::OnContact(HunterAttack *this,Hunter *param_1,CBaseEntity *param_2,CGameTrace *param_3)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  undefined *puVar4;
  undefined4 *puVar5;
  int *piVar6;
  
  if ((((param_3 != (CGameTrace *)0x0) &&
       (cVar2 = (**(code **)(*(int *)param_3 + 0x16c))(param_3), cVar2 != '\0')) &&
      (iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_3), iVar3 == 2)) &&
     (cVar2 = (**(code **)(*(int *)param_3 + 0x7e8))(param_3), cVar2 == '\0')) {
    uVar1 = *(uint *)(param_1 + 0x34);
    if (((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc &&
        ((piVar6 = *(int **)(puVar4 + 4), piVar6 != (int *)0x0 &&
         (cVar2 = (**(code **)(*piVar6 + 0x16c))(piVar6), cVar2 != '\0')))))) {
      uVar1 = *(uint *)(param_1 + 0x34);
      if ((uVar1 == 0xffffffff) ||
         ((((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc ||
            (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
           (piVar6 = *(int **)(puVar4 + 4), piVar6 == (int *)0x0)) ||
          (cVar2 = (**(code **)(*piVar6 + 0x16c))(piVar6), cVar2 == '\0')))) {
        piVar6 = (int *)0x0;
      }
      cVar2 = (**(code **)(*piVar6 + 0x550))(piVar6);
      if (cVar2 != '\0') goto LAB_00a9c5c8;
    }
    puVar5 = (undefined4 *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
    *(undefined4 *)(param_1 + 0x34) = *puVar5;
  }
LAB_00a9c5c8:
  *(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)