L L4D2node

CTriggerGravity::GravityTouch

0x00b130e0 · 50 bytes · __thiscall

_ZN15CTriggerGravity12GravityTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerGravity::GravityTouch(CBaseEntity*) */

void __thiscall CTriggerGravity::GravityTouch(CTriggerGravity *this,CBaseEntity *param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar1 != '\0') {
    *(undefined4 *)(param_1 + 0x2c0) = *(undefined4 *)(this + 0x2c0);
  }
  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)