CFuncMoveLinear::Blocked
0x006c1360 · 147 bytes · __thiscall
_ZN15CFuncMoveLinear7BlockedEP11CBaseEntity
Decompiled
undefined (2 params)
/* CFuncMoveLinear::Blocked(CBaseEntity*) */
void __thiscall CFuncMoveLinear::Blocked(CFuncMoveLinear *this,CBaseEntity *param_1)
{
char cVar1;
int iVar2;
CGameTrace *this_00;
CTakeDamageInfo local_6c [100];
if (*(float *)(this + 0x4d0) == 0.0) {
return;
}
iVar2 = CBaseEntity::GetTeamNumber(param_1);
cVar1 = IsASurvivorTeam(iVar2);
if (cVar1 != '\0') {
this_00 = (CGameTrace *)CBaseEntity::GetTouchTrace();
cVar1 = CGameTrace::DidHitNonWorldEntity(this_00);
if (cVar1 != '\0') {
return;
}
}
CTakeDamageInfo::CTakeDamageInfo
(local_6c,(CBaseEntity *)this,(CBaseEntity *)this,*(float *)(this + 0x4d0),1,0);
CBaseEntity::TakeDamage(param_1,local_6c);
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.