CLunge::OnTouch
0x004d95f0 · 285 bytes · __thiscall
_ZN6CLunge7OnTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CLunge::OnTouch(CBaseEntity*) */
void __thiscall CLunge::OnTouch(CLunge *this,CBaseEntity *param_1)
{
uint uVar1;
char cVar2;
int iVar3;
undefined *puVar4;
longdouble lVar5;
uVar1 = *(uint *)(this + 0x44c);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(*(CBaseEntity **)(puVar4 + 4) != (CBaseEntity *)0x0)) {
if (((*(int *)(param_1 + 0x30) == 0) ||
(*(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 == 0)) &&
(iVar3 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(puVar4 + 4)), iVar3 == 0)) {
if (this[0x48c] != (CLunge)0x0) {
return;
}
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 + 0.5 != *(float *)(this + 0x468)) {
(**(code **)(*(int *)(this + 0x460) + 4))(this + 0x460,this + 0x468);
*(float *)(this + 0x468) = (float)lVar5 + 0.5;
}
if (*(float *)(this + 0x464) == 0.5) {
return;
}
(**(code **)(*(int *)(this + 0x460) + 4))(this + 0x460,this + 0x464);
*(undefined4 *)(this + 0x464) = 0x3f000000;
return;
}
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar2 != '\0') {
this[0x48c] = (CLunge)0x1;
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.