L L4D2node

CTriggerHurt::EndTouch

0x00b20e20 · 135 bytes · __thiscall

_ZN12CTriggerHurt8EndTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTriggerHurt::EndTouch(CBaseEntity*) */

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

{
  char cVar1;
  undefined4 *puVar2;
  int iVar3;
  undefined4 local_10;
  
  cVar1 = (**(code **)(*(int *)this + 0x34c))(this,param_1);
  if (cVar1 != '\0') {
    local_10 = 0xffffffff;
    if (param_1 != (CBaseEntity *)0x0) {
      puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
      local_10 = *puVar2;
    }
    iVar3 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
                      ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
                       (this + 0x5d0),(CHandle *)&local_10);
    if (iVar3 < 0) {
      HurtEntity(this,param_1,*(float *)(this + 0x570) * 0.5);
    }
  }
  CBaseTrigger::EndTouch((CBaseTrigger *)this,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)