CTouchLinks::EnumElement
0x0023f960 · 280 bytes · __thiscall
_ZN11CTouchLinks11EnumElementEP13IHandleEntity
Decompiled
undefined (2 params)
/* CTouchLinks::EnumElement(IHandleEntity*) */
undefined4 __thiscall CTouchLinks::EnumElement(CTouchLinks *this,IHandleEntity *param_1)
{
code *pcVar1;
char cVar2;
int *piVar3;
undefined4 uVar4;
uint uVar5;
edict_t *local_80;
Vector local_7c [12];
Vector local_70 [48];
uint local_40;
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x14))(param_1);
local_80 = (edict_t *)(**(code **)(*piVar3 + 8))(piVar3);
if (((local_80 != *(edict_t **)(this + 0x60)) && (((byte)*local_80 & 4) != 0)) &&
(piVar3 = *(int **)(local_80 + 0xc), piVar3 != (int *)0x0)) {
piVar3 = (int *)(**(code **)(*piVar3 + 0x10))(piVar3);
pcVar1 = *(code **)(**(int **)(this + 100) + 0x40);
uVar4 = (**(code **)(*piVar3 + 0x30))(piVar3);
cVar2 = (*pcVar1)(*(undefined4 *)(this + 100),uVar4);
if (cVar2 != '\0') {
uVar5 = (**(code **)(*piVar3 + 0x30))(piVar3);
if ((uVar5 & 0x80) == 0) {
(**(code **)(*(int *)g_pEngineTraceServer + 0x10))
(g_pEngineTraceServer,this + 0x10,0x200400b,piVar3,local_70);
if ((local_40 & 0x200400b) == 0) {
return 0;
}
}
else {
(**(code **)(*piVar3 + 0xc))(piVar3,local_7c,local_70);
cVar2 = IsBoxIntersectingRay(local_7c,local_70,(Ray_t *)(this + 0x10),0.0);
if (cVar2 == '\0') {
return 0;
}
}
CUtlVector<edict_t*,CUtlMemory<edict_t*,int>>::InsertBefore
((CUtlVector<edict_t*,CUtlMemory<edict_t*,int>> *)(this + 0x68),
*(int *)(this + 0x74),&local_80);
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.