CServerGameEnts::MarkEntitiesAsTouching
0x006c5310 · 274 bytes · __thiscall
_ZN15CServerGameEnts22MarkEntitiesAsTouchingEP7edict_tS1_
Decompiled
undefined (3 params)
/* CServerGameEnts::MarkEntitiesAsTouching(edict_t*, edict_t*) */
void __thiscall
CServerGameEnts::MarkEntitiesAsTouching(CServerGameEnts *this,edict_t *param_1,edict_t *param_2)
{
CBaseEntity CVar1;
int *piVar2;
CBaseEntity *this_00;
CBaseEntity *this_01;
CGameTrace local_70 [12];
float local_64;
float local_60;
float local_5c;
if ((param_1 == (edict_t *)0x0) || (piVar2 = *(int **)(param_1 + 0xc), piVar2 == (int *)0x0)) {
this_00 = (CBaseEntity *)0x0;
}
else {
this_00 = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2);
}
if ((((param_2 != (edict_t *)0x0) && (piVar2 = *(int **)(param_2 + 0xc), piVar2 != (int *)0x0)) &&
(this_01 = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2), this_01 != (CBaseEntity *)0x0
)) && (this_00 != (CBaseEntity *)0x0)) {
UTIL_ClearTrace(local_70);
if (((byte)this_01[0x14d] & 8) == 0) {
CVar1 = this_00[0x14d];
}
else {
CBaseEntity::CalcAbsolutePosition(this_01);
CVar1 = this_00[0x14d];
}
if (((byte)CVar1 & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
local_60 = (*(float *)(this_01 + 0x2e4) + *(float *)(this_00 + 0x2e4)) * 0.5;
local_5c = (*(float *)(this_01 + 0x2e8) + *(float *)(this_00 + 0x2e8)) * 0.5;
local_64 = (*(float *)(this_01 + 0x2e0) + *(float *)(this_00 + 0x2e0)) * 0.5;
CBaseEntity::PhysicsMarkEntitiesAsTouching(this_00,this_01,local_70);
}
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.