CGamePlayerEquip::Touch
0x006f2f90 · 79 bytes · __thiscall
_ZN16CGamePlayerEquip5TouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CGamePlayerEquip::Touch(CBaseEntity*) */
void __thiscall CGamePlayerEquip::Touch(CGamePlayerEquip *this,CBaseEntity *param_1)
{
char cVar1;
if ((*(int *)(this + 0x440) != 0) &&
(cVar1 = UTIL_IsMasterTriggered(*(undefined4 *)(this + 0x440),param_1), cVar1 == '\0')) {
return;
}
if (((byte)this[0x148] & 1) != 0) {
return;
}
EquipPlayer(this,param_1);
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.