CBaseButton::ButtonResponseToTouch
0x00637730 · 59 bytes · __thiscall
_ZN11CBaseButton21ButtonResponseToTouchEv
Decompiled
undefined (1 param)
/* CBaseButton::ButtonResponseToTouch() */
uint __thiscall CBaseButton::ButtonResponseToTouch(CBaseButton *this)
{
uint uVar1;
uVar1 = 0;
if (((1 < *(int *)(this + 0x440) - 2U) && (uVar1 = 1, *(int *)(this + 0x440) == 0)) &&
(uVar1 = 0, this[0x4c4] == (CBaseButton)0x0)) {
uVar1 = *(uint *)(this + 0x148) >> 4 & 2;
}
return uVar1;
}
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.