L L4D2node

CTriggerAutoCrouch::EndTouch

0x00b1fc60 · 118 bytes · __thiscall

_ZN18CTriggerAutoCrouch8EndTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerAutoCrouch::EndTouch(CBaseEntity*) */

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

{
  CBaseEdict *this_00;
  char cVar1;
  int iVar2;
  
  CBaseTrigger::EndTouch((CBaseTrigger *)this,param_1);
  if (param_1 != (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if ((cVar1 != '\0') && (param_1[0x2f04] != (CBaseEntity)0x0)) {
      if (param_1[0x6c] == (CBaseEntity)0x0) {
        this_00 = *(CBaseEdict **)(param_1 + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
        param_1[0x2f04] = (CBaseEntity)0x0;
      }
      else {
        param_1[0x70] = (CBaseEntity)((byte)param_1[0x70] | 1);
        param_1[0x2f04] = (CBaseEntity)0x0;
      }
      return;
    }
  }
  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)