CItemSoda::CanTouch
0x0066cbd0 · 315 bytes · __thiscall
_ZN9CItemSoda8CanTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CItemSoda::CanTouch(CBaseEntity*) */
void __thiscall CItemSoda::CanTouch(CItemSoda *this,CBaseEntity *param_1)
{
uint uVar1;
char cVar2;
undefined *puVar3;
undefined1 local_14 [8];
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar2 == '\0') {
return;
}
(**(code **)(*(int *)param_1 + 0x128))(param_1,0x3f800000,0);
uVar1 = *(uint *)(this + 0x220);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
*(undefined1 *)(*(int *)(puVar3 + 4) + 0x440) = 0;
}
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
*(undefined4 *)(this + 0xd8) = 0;
*(undefined4 *)(this + 0xdc) = 0;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_Remove);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
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.