L L4D2node

CBaseTrigger::IsTouching

0x00b1dfd0 · 64 bytes · __thiscall

_ZN12CBaseTrigger10IsTouchingEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseTrigger::IsTouching(CBaseEntity*) */

bool __thiscall CBaseTrigger::IsTouching(CBaseTrigger *this,CBaseEntity *param_1)

{
  undefined4 *puVar1;
  int iVar2;
  undefined4 local_10 [3];
  
  local_10[0] = 0xffffffff;
  if (param_1 != (CBaseEntity *)0x0) {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    local_10[0] = *puVar1;
  }
  iVar2 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
                    ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
                     (this + 0x554),(CHandle *)local_10);
  return iVar2 != -1;
}

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)