L L4D2node

CTriggerVPhysicsMotion::StartTouch

0x00b15db0 · 263 bytes · __thiscall

_ZN22CTriggerVPhysicsMotion10StartTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerVPhysicsMotion::StartTouch(CBaseEntity*) */

void __thiscall
CTriggerVPhysicsMotion::StartTouch(CTriggerVPhysicsMotion *this,CBaseEntity *param_1)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  triggerevent_t local_20 [12];
  int local_14;
  
  cVar1 = (**(code **)(*(int *)this + 0x324))(this,param_1);
  if (cVar1 != '\0') {
    if (param_1 != (CBaseEntity *)0x0) {
      cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
      if (cVar1 != '\0') {
        CBasePlayer::SetPhysicsFlag((CBasePlayer *)param_1,0x10,true);
        if (param_1[0x1c0c] != (CBaseEntity)0x1) {
          (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1c0c);
          param_1[0x1c0c] = (CBaseEntity)0x1;
        }
      }
    }
    PhysGetTriggerEvent(local_20,(CBaseEntity *)this);
    if (local_14 != 0) {
      (**(code **)(**(int **)(this + 0x450) + 0xc))(*(int **)(this + 0x450),local_14,1);
    }
    if (*(int *)(this + 0x458) != 0) {
      CEntityParticleTrail::Create
                (param_1,(EntityParticleTrailInfo_t *)(this + 0x454),(CBaseEntity *)this);
    }
    iVar2 = (**(code **)(*(int *)param_1 + 0xf0))(param_1);
    if (iVar2 != 0) {
      piVar3 = (int *)(**(code **)(*(int *)param_1 + 0xf0))(param_1);
      cVar1 = (**(code **)(*piVar3 + 0x34c))(piVar3);
      if (cVar1 != '\0') {
        CRagdollBoogie::IncrementSuppressionCount(param_1);
      }
    }
  }
  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)