EntityTouch_Add
0x0067df70 · 53 bytes · __cdecl
_Z15EntityTouch_AddP11CBaseEntity
Decompiled
undefined (1 param)
/* EntityTouch_Add(CBaseEntity*) */
void EntityTouch_Add(CBaseEntity *param_1)
{
CBaseEntity *local_10 [3];
local_10[0] = param_1;
if (((byte)param_1[0x14c] & 1) != 0) {
return;
}
CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::InsertBefore
((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(g_TouchManager + 4),
g_TouchManager._16_4_,local_10);
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.