CEnvFunnel::Use
0x0066cee0 · 237 bytes · __cdecl
_ZN10CEnvFunnel3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CEnvFunnel::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CEnvFunnel::Use(CBaseEntity *param_1)
{
uint uVar1;
code *pcVar2;
undefined4 uVar3;
undefined1 local_44 [8];
undefined **local_3c [11];
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
/* try { // try from 0066cf01 to 0066cf05 has its CatchHandler @ 0066cfcd */
CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_3c);
uVar1 = *(uint *)(param_1 + 0x148);
pcVar2 = *(code **)(*(int *)te + 0x6c);
uVar3 = *(undefined4 *)(param_1 + 0x440);
if (((byte)param_1[0x14d] & 8) != 0) {
/* try { // try from 0066cf31 to 0066cfb5 has its CatchHandler @ 0066cfdf */
CBaseEntity::CalcAbsolutePosition(param_1);
}
(*pcVar2)(te,(CRecipientFilter *)local_3c,0,param_1 + 0x2e0,uVar3,uVar1 & 1);
CBaseEntity::ThinkSet((_func_void *)local_44,(float)param_1,(char *)CBaseEntity::SUB_Remove);
CBaseEntity::SetNextThink(param_1,*(float *)(gpGlobals + 0xc),(char *)0x0);
local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
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.