CShower::Touch
0x00699d70 · 182 bytes · __cdecl
_ZN7CShower5TouchEP11CBaseEntity
Decompiled
undefined (1 param)
/* CShower::Touch(CBaseEntity*) */
void CShower::Touch(CBaseEntity *param_1)
{
float local_18;
float local_14;
float local_10;
if (((byte)param_1[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(param_1);
}
local_10 = 0.1;
if (((byte)param_1[0x150] & 1) == 0) {
local_10 = 0.6;
}
local_18 = *(float *)(param_1 + 0x274) * local_10;
local_14 = *(float *)(param_1 + 0x278) * local_10;
local_10 = local_10 * *(float *)(param_1 + 0x27c);
if (local_14 * local_14 + local_18 * local_18 < 10.0) {
*(undefined4 *)(param_1 + 0x11c) = 0;
}
CBaseEntity::SetAbsVelocity(param_1,(Vector *)&local_18);
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.