CBaseEntity::PhysicsMarkEntityAsTouched
0x00476220 · 860 bytes · __thiscall
_ZN11CBaseEntity26PhysicsMarkEntityAsTouchedEPS_
Decompiled
undefined (2 params)
/* CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity*) */
uint * __thiscall CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity *this,CBaseEntity *param_1)
{
uint uVar1;
int iVar2;
undefined4 uVar3;
uint *puVar4;
uint *puVar5;
undefined4 uVar6;
undefined4 uVar7;
uint *puVar8;
undefined *puVar9;
int iVar10;
CBaseEntity *pCVar11;
bool bVar12;
int local_20;
if (this != param_1) {
uVar1 = *(uint *)(this + 0x188);
pCVar11 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar9 + 8) == uVar1 >> 0xc)) {
pCVar11 = *(CBaseEntity **)(puVar9 + 4);
}
if (((((param_1 != pCVar11) &&
(((uVar1 = *(uint *)(param_1 + 0x188), uVar1 == 0xffffffff ||
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar9 + 8) != uVar1 >> 0xc || (this != *(CBaseEntity **)(puVar9 + 4)))))))
&& (((*(uint *)(this + 0x150) | *(uint *)(param_1 + 0x150)) & 0x400000) == 0)) &&
((((*(ushort *)(this + 0x1b4) & 8) == 0 || ((*(ushort *)(param_1 + 0x1b4) & 8) == 0)) ||
(((this[0x1b6] != (CBaseEntity)0x0 && ((*(ushort *)(this + 0x1b4) & 4) == 0)) ||
((param_1[0x1b6] != (CBaseEntity)0x0 && ((*(ushort *)(param_1 + 0x1b4) & 4) == 0))))))))
&& ((((byte)param_1[0x14c] & 1) == 0 && ((*(uint *)(this + 0x14c) & 1) == 0)))) {
puVar4 = (uint *)GetDataObject(this,1);
if (puVar4 == (uint *)0x0) {
puVar4 = (uint *)CreateDataObject(this,1);
puVar4[3] = (uint)puVar4;
puVar4[2] = (uint)puVar4;
}
else {
for (puVar5 = (uint *)puVar4[2]; puVar4 != puVar5; puVar5 = (uint *)puVar5[2]) {
uVar1 = *puVar5;
if ((((uVar1 != 0xffffffff) &&
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar9 + 8) == uVar1 >> 0xc)) &&
(param_1 == *(CBaseEntity **)(puVar9 + 4))) {
bVar12 = sm_bDisableTouchFuncs != '\0';
puVar5[1] = *(uint *)(this + 0xa0);
if (bVar12) {
return puVar5;
}
PhysicsTouch(this,param_1);
return puVar5;
}
}
}
puVar5 = (uint *)CUtlMemoryPool::Alloc((CUtlMemoryPool *)g_EdictTouchLinks,0x14);
if (puVar5 == (uint *)0x0) {
DevWarning("AllocTouchLink: failed to allocate touchlink_t.\n");
}
else {
linksallocated = linksallocated + 1;
}
uVar3 = g_EdictTouchLinks._20_4_;
iVar2 = linksallocated;
if (*(int *)(debug_touchlinks._28_4_ + 0x30) != 0) {
if (*(int *)(param_1 + 0x30) == 0) {
iVar10 = 0;
}
else {
iVar10 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
local_20 = 0;
if (*(int *)(this + 0x30) != 0) {
local_20 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
uVar6 = GetDebugName(param_1);
uVar7 = GetDebugName(this);
Msg("add 0x%x: %s-%s (%d-%d) [%d in play, %d max]\n",puVar5,uVar7,uVar6,local_20,iVar10,
iVar2,uVar3);
}
if (puVar5 != (uint *)0x0) {
puVar5[1] = *(uint *)(this + 0xa0);
puVar8 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar1 = *puVar8;
puVar5[4] = 0;
*puVar5 = uVar1;
uVar1 = puVar4[2];
puVar5[3] = (uint)puVar4;
puVar5[2] = uVar1;
puVar4[2] = (uint)puVar5;
*(uint **)(puVar5[2] + 0xc) = puVar5;
if (((this[0x1b6] == (CBaseEntity)0x0) || ((*(ushort *)(this + 0x1b4) & 0x24) != 0)) &&
((*(ushort *)(this + 0x1b4) & 8) == 0)) {
return puVar5;
}
if (((byte)param_1[0x1b4] & 8) != 0) {
return puVar5;
}
puVar5[4] = puVar5[4] | 1;
if (sm_bDisableTouchFuncs != '\0') {
return puVar5;
}
PhysicsStartTouch(this,param_1);
return puVar5;
}
}
}
return (uint *)0x0;
}
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.