CLeap::OnTouch
0x004d86e0 · 307 bytes · __thiscall
_ZN5CLeap7OnTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CLeap::OnTouch(CBaseEntity*) */
void __thiscall CLeap::OnTouch(CLeap *this,CBaseEntity *param_1)
{
uint uVar1;
CBaseEntity *this_00;
byte bVar2;
char cVar3;
int *piVar4;
undefined *puVar5;
uVar1 = *(uint *)(this + 0x44c);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(this_00 = *(CBaseEntity **)(puVar5 + 4), this_00 != (CBaseEntity *)0x0)) {
uVar1 = *(uint *)(this_00 + 0x3edc);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar5 + 8) == uVar1 >> 0xc && (*(int *)(puVar5 + 4) != 0)))) {
return;
}
piVar4 = (int *)CBaseEntity::GetGroundEntity(this_00);
bVar2 = 0;
if (piVar4 != (int *)0x0) {
bVar2 = (**(code **)(*piVar4 + 0x16c))(piVar4);
bVar2 = bVar2 ^ 1;
}
if ((((param_1 != (CBaseEntity *)0x0) &&
(cVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar3 != '\0')) &&
((bVar2 == 0 &&
((((uVar1 = *(uint *)(this_00 + 0x3edc), uVar1 == 0xffffffff ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)))))) &&
((cVar3 = CBaseAbility::IsAbilityReadyToFire((CBaseAbility *)this), cVar3 != '\0' &&
(cVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar3 != '\0')))) {
CTerrorPlayer::OnLeptOnSurvivor((CTerrorPlayer *)this_00,(CTerrorPlayer *)param_1);
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.