CBaseCombatCharacter::OnFogTriggerEndTouch
0x005f6e40 · 302 bytes · __thiscall
_ZN20CBaseCombatCharacter20OnFogTriggerEndTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::OnFogTriggerEndTouch(CBaseEntity*) */
void __thiscall
CBaseCombatCharacter::OnFogTriggerEndTouch(CBaseCombatCharacter *this,CBaseEntity *param_1)
{
int *piVar1;
uint uVar2;
uint *puVar3;
undefined *puVar4;
int iVar5;
int local_28;
uint local_24;
int local_20;
local_24 = 0xffffffff;
if (param_1 != (CBaseEntity *)0x0) {
puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_24 = *puVar3;
}
local_28 = *(int *)(this + 0x1868);
if (0 < local_28) {
local_20 = 0;
piVar1 = (int *)(g_pEntityList + (local_24 & 0xfff) * 0x10 + 4);
puVar3 = *(uint **)(this + 0x185c);
do {
iVar5 = 0;
if (local_24 != 0xffffffff) {
if (piVar1 == (int *)0x0) {
iVar5 = 0;
}
else if (piVar1[1] == local_24 >> 0xc) {
iVar5 = *piVar1;
}
}
uVar2 = *puVar3;
if (((uVar2 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) {
if (iVar5 == 0) goto LAB_005f6f20;
}
else if (iVar5 == *(int *)(puVar4 + 4)) {
LAB_005f6f20:
iVar5 = (local_28 - local_20) + -1;
if (0 < iVar5) {
_V_memmove(puVar3,*(uint **)(this + 0x185c) + local_20 + 1,iVar5 * 4);
local_28 = *(int *)(this + 0x1868);
}
*(int *)(this + 0x1868) = local_28 + -1;
return;
}
local_20 = local_20 + 1;
puVar3 = puVar3 + 1;
} while (local_20 != local_28);
}
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.