CEnvPlayerSurfaceTrigger::PlayerSurfaceChanged
0x006932f0 · 177 bytes · __thiscall
_ZN24CEnvPlayerSurfaceTrigger20PlayerSurfaceChangedEP11CBasePlayerc
Decompiled
undefined (3 params)
/* CEnvPlayerSurfaceTrigger::PlayerSurfaceChanged(CBasePlayer*, char) */
void __thiscall
CEnvPlayerSurfaceTrigger::PlayerSurfaceChanged
(CEnvPlayerSurfaceTrigger *this,CBasePlayer *param_1,char param_2)
{
int iVar1;
int iVar2;
undefined1 local_14 [8];
if (this[0x448] == (CEnvPlayerSurfaceTrigger)0x0) {
iVar1 = *(int *)(this + 0x444);
if (param_2 != (char)iVar1) {
iVar2 = (int)param_2;
if ((iVar2 == *(int *)(this + 0x440)) || (iVar1 == *(int *)(this + 0x440))) {
DevMsg(2,"Player changed material to %d (was %d)\n",iVar2,iVar1);
*(int *)(this + 0x444) = iVar2;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)UpdateMaterialThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
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.