CFuncWallToggle::Use
0x00631730 · 102 bytes · __cdecl
_ZN15CFuncWallToggle3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CFuncWallToggle::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CFuncWallToggle::Use
(CBaseEntity *param_1,undefined4 param_2,undefined4 param_3,undefined4 param_4)
{
int iVar1;
if (((byte)param_1[0x1b4] & 4) == 0) {
iVar1 = CBaseEntity::ShouldToggle(param_1,param_4,1);
if (iVar1 != 0) {
TurnOff((CFuncWallToggle *)param_1);
return;
}
}
else {
iVar1 = CBaseEntity::ShouldToggle(param_1,param_4,0);
if (iVar1 != 0) {
TurnOn((CFuncWallToggle *)param_1);
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.