CBaseCombatCharacter::OnFogTriggerStartTouch
0x005f72f0 · 100 bytes · __thiscall
_ZN20CBaseCombatCharacter22OnFogTriggerStartTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::OnFogTriggerStartTouch(CBaseEntity*) */
void __thiscall
CBaseCombatCharacter::OnFogTriggerStartTouch(CBaseCombatCharacter *this,CBaseEntity *param_1)
{
undefined4 *puVar1;
undefined4 uVar2;
uVar2 = 0xffffffff;
if (param_1 != (CBaseEntity *)0x0) {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar2 = *puVar1;
}
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::GrowVector
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x185c),1);
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsRight
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x185c),0,1);
if (*(undefined4 **)(this + 0x185c) != (undefined4 *)0x0) {
**(undefined4 **)(this + 0x185c) = uVar2;
}
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.