L L4D2node

CTriggerPlayerMovement::EndTouch

0x00b15cc0 · 216 bytes · __thiscall

_ZN22CTriggerPlayerMovement8EndTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerPlayerMovement::EndTouch(CBaseEntity*) */

void __thiscall CTriggerPlayerMovement::EndTouch(CTriggerPlayerMovement *this,CBaseEntity *param_1)

{
  char cVar1;
  uint uVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x34c))(this,param_1);
  if (((cVar1 != '\0') && (param_1 != (CBaseEntity *)0x0)) &&
     (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0')) {
    uVar2 = *(uint *)(this + 0x148);
    if ((uVar2 & 0x800) != 0) {
      CBasePlayer::UnforceButtons((CBasePlayer *)param_1,4);
      uVar2 = *(uint *)(this + 0x148);
    }
    if ((uVar2 & 0x1000) != 0) {
      CBasePlayer::UnforceButtons((CBasePlayer *)param_1,0x20000);
      uVar2 = *(uint *)(this + 0x148);
    }
    if ((uVar2 & 0x2000) != 0) {
      CBasePlayer::EnableButtons((CBasePlayer *)param_1,2);
      uVar2 = *(uint *)(this + 0x148);
    }
    if (((uVar2 & 0x80) != 0) && (param_1[0x1ad0] != (CBaseEntity)0x1)) {
      (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1ad0);
      param_1[0x1ad0] = (CBaseEntity)0x1;
    }
  }
  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)