CBaseEntity::PhysicsNotifyOtherOfUntouch
0x004758e0 · 206 bytes · __cdecl
_ZN11CBaseEntity27PhysicsNotifyOtherOfUntouchEPS_S0_
Decompiled
undefined (2 params)
/* CBaseEntity::PhysicsNotifyOtherOfUntouch(CBaseEntity*, CBaseEntity*) */
void CBaseEntity::PhysicsNotifyOtherOfUntouch(CBaseEntity *param_1,CBaseEntity *param_2)
{
touchlink_t *ptVar1;
uint uVar2;
touchlink_t *ptVar3;
undefined *puVar4;
if ((param_2 != (CBaseEntity *)0x0) &&
(ptVar3 = (touchlink_t *)GetDataObject(param_2,1), ptVar3 != (touchlink_t *)0x0)) {
for (ptVar1 = *(touchlink_t **)(ptVar3 + 8); ptVar3 != ptVar1;
ptVar1 = *(touchlink_t **)(ptVar1 + 8)) {
uVar2 = *(uint *)ptVar1;
if (((uVar2 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) {
if (param_1 == (CBaseEntity *)0x0) goto LAB_00475968;
}
else if (param_1 == *(CBaseEntity **)(puVar4 + 4)) {
LAB_00475968:
PhysicsRemoveToucher(param_2,ptVar1);
if (g_bCleanupDatObject == '\0') {
return;
}
if (ptVar3 != *(touchlink_t **)(ptVar3 + 8)) {
return;
}
if (ptVar3 != *(touchlink_t **)(ptVar3 + 0xc)) {
return;
}
if (((byte)param_2[0x3cc] & 2) == 0) {
return;
}
DestroyDataObject(param_1,(int)param_2);
return;
}
}
}
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.