CWeaponCSBase::DefaultTouch
0x00441a80 · 189 bytes · __thiscall
_ZN13CWeaponCSBase12DefaultTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CWeaponCSBase::DefaultTouch(CBaseEntity*) */
void __thiscall CWeaponCSBase::DefaultTouch(CWeaponCSBase *this,CBaseEntity *param_1)
{
code *pcVar1;
char cVar2;
CBaseEntity *pCVar3;
CAI_Concept local_24 [20];
if (param_1 != (CBaseEntity *)0x0) {
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar2 != '\0') {
cVar2 = (**(code **)(*(int *)this + 0x608))(this,param_1);
if (cVar2 != '\0') {
CBaseCombatWeapon::DefaultTouch((CBaseCombatWeapon *)this,param_1);
pCVar3 = (CBaseEntity *)GetPlayerOwner(this);
if (param_1 == pCVar3) {
(**(code **)(*(int *)param_1 + 0x474))(param_1,this,0);
pcVar1 = *(code **)(*(int *)param_1 + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"PlayerGivenItem");
(*pcVar1)(param_1,local_24,1,0,0,0,0);
}
}
}
}
return;
}
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.