CBaseEntity::PhysicsTouch
0x00476000 · 44 bytes · __thiscall
_ZN11CBaseEntity12PhysicsTouchEPS_
Decompiled
undefined (2 params)
/* CBaseEntity::PhysicsTouch(CBaseEntity*) */
void __thiscall CBaseEntity::PhysicsTouch(CBaseEntity *this,CBaseEntity *param_1)
{
if (((param_1 != (CBaseEntity *)0x0) && (((byte)this[0x14c] & 1) == 0)) &&
(((byte)param_1[0x14c] & 1) == 0)) {
/* WARNING: Could not recover jumptable at 0x00476028. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x1b4))();
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.