CCollisionEvent::ObjectEnterTrigger
0x00778390 · 176 bytes · __thiscall
_ZN15CCollisionEvent18ObjectEnterTriggerEP14IPhysicsObjectS1_
Decompiled
undefined (3 params)
/* CCollisionEvent::ObjectEnterTrigger(IPhysicsObject*, IPhysicsObject*) */
void __thiscall
CCollisionEvent::ObjectEnterTrigger
(CCollisionEvent *this,IPhysicsObject *param_1,IPhysicsObject *param_2)
{
int *piVar1;
int iVar2;
piVar1 = (int *)(**(code **)(*(int *)param_1 + 0x48))(param_1);
iVar2 = (**(code **)(*(int *)param_2 + 0x48))(param_2);
if ((iVar2 != 0) && (piVar1 != (int *)0x0)) {
*(int *)(this + 0x15c) = *(int *)(this + 0x15c) + 1;
*(int **)(this + 0xd0) = piVar1;
*(IPhysicsObject **)(this + 0xd4) = param_1;
*(int *)(this + 0xd8) = iVar2;
*(IPhysicsObject **)(this + 0xdc) = param_2;
this[0xe0] = (CCollisionEvent)0x1;
/* try { // try from 00778403 to 00778408 has its CatchHandler @ 0077844a */
(**(code **)(*piVar1 + 0x1b0))(piVar1,iVar2);
*(int *)(this + 0x15c) = *(int *)(this + 0x15c) + -1;
*(undefined4 *)(this + 0xd0) = 0;
*(undefined4 *)(this + 0xd4) = 0;
*(undefined4 *)(this + 0xd8) = 0;
*(undefined4 *)(this + 0xdc) = 0;
*(undefined4 *)(this + 0xe0) = 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.