CVomitParticle::OnCollide
0x004e57c0 · 219 bytes · __thiscall
_ZN14CVomitParticle9OnCollideEP11CBaseEntity
Decompiled
undefined (2 params)
/* CVomitParticle::OnCollide(CBaseEntity*) */
void __thiscall CVomitParticle::OnCollide(CVomitParticle *this,CBaseEntity *param_1)
{
uint uVar1;
int *piVar2;
char cVar3;
undefined4 *puVar4;
undefined4 uVar5;
undefined *puVar6;
uVar1 = *(uint *)(this + 0x470);
if ((((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar6 + 4), piVar2 != (int *)0x0)) {
cVar3 = (**(code **)(*piVar2 + 0x16c))(piVar2);
if (cVar3 != '\0') {
puVar4 = (undefined4 *)(**(code **)(*(int *)this + 0x288))(this);
if (((byte)this[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
}
uVar5 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
OnVomitCollide(piVar2,param_1,this,uVar5,*(undefined4 *)(this + 0x274),
*(undefined4 *)(this + 0x278),*(undefined4 *)(this + 0x27c),*puVar4,puVar4[1],
puVar4[2]);
UTIL_Remove((CBaseEntity *)this);
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.