CCollisionEvent::FindFriction
0x0077af50 · 74 bytes · __thiscall
_ZN15CCollisionEvent12FindFrictionEP11CBaseEntity
Decompiled
undefined (2 params)
/* CCollisionEvent::FindFriction(CBaseEntity*) */
CCollisionEvent * __thiscall
CCollisionEvent::FindFriction(CCollisionEvent *this,CBaseEntity *param_1)
{
CCollisionEvent *pCVar1;
int iVar2;
CCollisionEvent *pCVar3;
iVar2 = 0;
pCVar1 = (CCollisionEvent *)0x0;
pCVar3 = this + 0xc;
do {
if (*(CBaseEntity **)(pCVar3 + 4) == (CBaseEntity *)0x0) {
if (pCVar1 == (CCollisionEvent *)0x0) {
pCVar1 = pCVar3;
}
if (param_1 == (CBaseEntity *)0x0) goto LAB_0077af90;
}
else if (*(CBaseEntity **)(pCVar3 + 4) == param_1) {
LAB_0077af90:
return this + iVar2 * 0x10 + 0xc;
}
iVar2 = iVar2 + 1;
pCVar3 = pCVar3 + 0x10;
if (iVar2 == 4) {
return pCVar1;
}
} while( true );
}
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.