CBaseEntity::Touch
0x005ff3e0 · 134 bytes · __thiscall
_ZN11CBaseEntity5TouchEPS_
Decompiled
undefined (2 params)
/* CBaseEntity::Touch(CBaseEntity*) */
void __thiscall CBaseEntity::Touch(CBaseEntity *this,CBaseEntity *param_1)
{
uint uVar1;
code *pcVar2;
undefined *puVar3;
pcVar2 = *(code **)(this + 0xd8);
if (pcVar2 != (code *)0x0) {
if (((uint)pcVar2 & 1) != 0) {
pcVar2 = *(code **)(pcVar2 + *(int *)(this + *(int *)(this + 0xdc)) + -1);
}
(*pcVar2)(this + *(int *)(this + 0xdc),param_1);
}
uVar1 = *(uint *)(this + 0x180);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int **)(puVar3 + 4) != (int *)0x0)) {
/* WARNING: Could not recover jumptable at 0x005ff46b. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(puVar3 + 4) + 0x1b4))();
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.