CCollisionEvent::DispatchStartTouch
0x0077b110 · 142 bytes · __thiscall
_ZN15CCollisionEvent18DispatchStartTouchEP11CBaseEntityS1_RK6VectorS4_
Decompiled
undefined (5 params)
/* CCollisionEvent::DispatchStartTouch(CBaseEntity*, CBaseEntity*, Vector const&, Vector const&) */
void __thiscall
CCollisionEvent::DispatchStartTouch
(CCollisionEvent *this,CBaseEntity *param_1,CBaseEntity *param_2,Vector *param_3,
Vector *param_4)
{
int iVar1;
CGameTrace *pCVar2;
CGameTrace local_70 [12];
float local_64;
float local_60;
float local_5c;
float local_58;
float local_54;
float local_50;
float local_4c;
pCVar2 = local_70;
for (iVar1 = 0x15; iVar1 != 0; iVar1 = iVar1 + -1) {
*(undefined4 *)pCVar2 = 0;
pCVar2 = pCVar2 + 4;
}
local_64 = *(float *)param_3;
local_60 = *(float *)(param_3 + 4);
local_58 = *(float *)param_4;
local_54 = *(float *)(param_4 + 4);
local_5c = *(float *)(param_3 + 8);
local_50 = *(float *)(param_4 + 8);
local_4c = local_60 * local_54 + local_64 * local_58 + local_5c * local_50;
CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven(param_1,param_2,local_70);
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
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calling convention, and argument types straight from the gamedata. Less
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Gamedata KeyValues
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