CItem::HandleTouch
0x006e3250 · 199 bytes · __thiscall
_ZN5CItem11HandleTouchEP11CBasePlayerP11CBaseEntity
Decompiled
undefined (3 params)
/* CItem::HandleTouch(CBasePlayer*, CBaseEntity*) */
void __thiscall CItem::HandleTouch(CItem *this,CBasePlayer *param_1,CBaseEntity *param_2)
{
int iVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined1 local_14 [8];
COutputEvent::FireOutput((COutputEvent *)(this + 0x13f8),param_2,(CBaseEntity *)this,0.0);
*(undefined4 *)(this + 0xd8) = 0;
*(undefined4 *)(this + 0xdc) = 0;
uVar4 = 0;
uVar3 = 0;
uVar2 = 0;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
(**(code **)(*g_pGameRules + 0x164))(g_pGameRules,param_1,this,uVar2,uVar3,uVar4);
iVar1 = (**(code **)(*g_pGameRules + 0x168))(g_pGameRules,this);
if (iVar1 != 5) {
UTIL_Remove((CBaseEntity *)this);
return;
}
/* WARNING: Could not recover jumptable at 0x006e3319. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 500))();
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.