CCollisionEvent::UpdateFluidEvents
0x0077b020 · 137 bytes · __thiscall
_ZN15CCollisionEvent17UpdateFluidEventsEv
Decompiled
undefined (1 param)
/* CCollisionEvent::UpdateFluidEvents() */
void __thiscall CCollisionEvent::UpdateFluidEvents(CCollisionEvent *this)
{
undefined4 *puVar1;
undefined4 *puVar2;
int iVar3;
int iVar4;
int iVar5;
iVar3 = *(int *)(this + 0x140) + -1;
iVar4 = iVar3 * 8;
if (-1 < iVar3) {
do {
while( true ) {
puVar1 = (undefined4 *)(*(int *)(this + 0x134) + iVar4);
if ((*(float *)(gpGlobals + 0xc) - (float)puVar1[1] <= 2.0) || (*(int *)(this + 0x140) < 1))
break;
iVar5 = *(int *)(this + 0x140) + -1;
if (iVar3 != iVar5) {
puVar2 = (undefined4 *)(*(int *)(this + 0x134) + iVar5 * 8);
*puVar1 = *puVar2;
puVar1[1] = puVar2[1];
iVar5 = *(int *)(this + 0x140) + -1;
}
iVar3 = iVar3 + -1;
iVar4 = iVar4 + -8;
*(int *)(this + 0x140) = iVar5;
if (iVar3 == -1) {
return;
}
}
iVar3 = iVar3 + -1;
iVar4 = iVar4 + -8;
} while (iVar3 != -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.