L L4D2node

CBaseTrigger::EndTouch

0x00b1f840 · 354 bytes · __thiscall

_ZN12CBaseTrigger8EndTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseTrigger::EndTouch(CBaseEntity*) */

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

{
  CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *this_00;
  uint uVar1;
  bool bVar2;
  char cVar3;
  undefined4 *puVar4;
  int iVar5;
  undefined *puVar6;
  int iVar7;
  int iVar8;
  undefined4 local_20 [4];
  
  cVar3 = IsTouching(this,param_1);
  if (cVar3 == '\0') {
    return;
  }
  local_20[0] = 0xffffffff;
  if (param_1 != (CBaseEntity *)0x0) {
    puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    local_20[0] = *puVar4;
  }
  this_00 = (CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)(this + 0x554);
  iVar5 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
                    (this_00,(CHandle *)local_20);
  if (iVar5 != -1) {
    CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsLeft
              (this_00,iVar5,1);
    *(int *)(this + 0x560) = *(int *)(this + 0x560) + -1;
  }
  COutputEvent::FireOutput((COutputEvent *)(this + 0x4f4),param_1,(CBaseEntity *)this,0.0);
  bVar2 = false;
  iVar5 = *(int *)(this + 0x560) + -1;
  iVar8 = iVar5 * 4;
  if (-1 < iVar5) {
    do {
      while ((((uVar1 = *(uint *)(*(int *)(this + 0x554) + iVar8), uVar1 == 0xffffffff ||
               (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc))
              || (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar6 + 4) == 0))) {
        iVar7 = iVar5 + -1;
        iVar8 = iVar8 + -4;
        CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsLeft
                  (this_00,iVar5,1);
        *(int *)(this + 0x560) = *(int *)(this + 0x560) + -1;
        iVar5 = iVar7;
        if (iVar7 == -1) goto LAB_00b1f96f;
      }
      iVar5 = iVar5 + -1;
      iVar8 = iVar8 + -4;
      bVar2 = true;
    } while (iVar5 != -1);
LAB_00b1f96f:
    if (bVar2) {
      return;
    }
  }
  COutputEvent::FireOutput((COutputEvent *)(this + 0x50c),param_1,(CBaseEntity *)this,0.0);
  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)