CMultiSource::Use
0x006e7eb0 · 290 bytes · __cdecl
_ZN12CMultiSource3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CMultiSource::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CMultiSource::Use(CBaseEntity *param_1,CBaseEntity *param_2,int param_3)
{
uint uVar1;
undefined4 uVar2;
char cVar3;
int iVar4;
undefined4 uVar5;
undefined *puVar6;
iVar4 = 0;
do {
while( true ) {
if (*(int *)(param_1 + 0x558) <= iVar4) goto LAB_006e7f20;
iVar4 = iVar4 + 1;
uVar1 = *(uint *)(param_1 + iVar4 * 4 + 0x43c);
if (((uVar1 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) break;
if (param_3 == *(int *)(puVar6 + 4)) goto LAB_006e7f20;
}
} while (param_3 != 0);
LAB_006e7f20:
if (*(int *)(param_1 + 0x558) < iVar4) {
Warning();
return;
}
*(uint *)(param_1 + iVar4 * 4 + 0x4bc) = *(uint *)(param_1 + iVar4 * 4 + 0x4bc) ^ 1;
cVar3 = (**(code **)(*(int *)param_1 + 0x13c))(param_1,param_2);
if (cVar3 != '\0') {
uVar2 = *(undefined4 *)(param_1 + 0x558);
uVar5 = CBaseEntity::GetDebugName(param_1);
DevMsg(2,"Multisource %s enabled (%d inputs)\n",uVar5,uVar2);
COutputEvent::FireOutput((COutputEvent *)(param_1 + 0x540),param_2,param_1,0.0);
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.