CCollisionEvent::UpdateTouchEvents
0x0077b2a0 · 371 bytes · __thiscall
_ZN15CCollisionEvent17UpdateTouchEventsEv
Decompiled
undefined (1 param)
/* CCollisionEvent::UpdateTouchEvents() */
void __thiscall CCollisionEvent::UpdateTouchEvents(CCollisionEvent *this)
{
CCollisionEvent CVar1;
CBaseEntity *pCVar2;
CBaseEntity *pCVar3;
int *piVar4;
undefined4 uVar5;
undefined4 uVar6;
undefined4 *puVar7;
int iVar8;
int iVar9;
int local_20;
iVar9 = 0;
iVar8 = 0;
CVar1 = this[0x164];
this[0x164] = (CCollisionEvent)0x1;
if (0 < *(int *)(this + 0xf0)) {
do {
while (puVar7 = (undefined4 *)(*(int *)(this + 0xe4) + iVar9), puVar7[2] == 0) {
iVar8 = iVar8 + 1;
iVar9 = iVar9 + 0x24;
DispatchStartTouch(this,(CBaseEntity *)*puVar7,(CBaseEntity *)puVar7[1],
(Vector *)(puVar7 + 3),(Vector *)(puVar7 + 6));
if (*(int *)(this + 0xf0) <= iVar8) goto LAB_0077b347;
}
pCVar2 = (CBaseEntity *)puVar7[1];
iVar8 = iVar8 + 1;
iVar9 = iVar9 + 0x24;
pCVar3 = (CBaseEntity *)*puVar7;
CBaseEntity::PhysicsNotifyOtherOfUntouch(pCVar3,pCVar2);
CBaseEntity::PhysicsNotifyOtherOfUntouch(pCVar2,pCVar3);
} while (iVar8 < *(int *)(this + 0xf0));
}
LAB_0077b347:
iVar8 = 0;
*(undefined4 *)(this + 0xf0) = 0;
if (0 < *(int *)(this + 200)) {
local_20 = 0;
do {
iVar9 = *(int *)(this + 0xbc);
piVar4 = *(int **)(iVar9 + iVar8);
*(int **)(this + 0xd0) = piVar4;
*(undefined4 *)(this + 0xd4) = *(undefined4 *)(iVar9 + 4 + iVar8);
uVar5 = *(undefined4 *)(iVar9 + 8 + iVar8);
*(undefined4 *)(this + 0xd8) = uVar5;
*(undefined4 *)(this + 0xdc) = *(undefined4 *)(iVar9 + 0xc + iVar8);
uVar6 = *(undefined4 *)(iVar9 + 0x10 + iVar8);
*(undefined4 *)(this + 0xe0) = uVar6;
if ((char)uVar6 == '\0') {
(**(code **)(*piVar4 + 0x1b8))();
}
else {
(**(code **)(*piVar4 + 0x1b0))(piVar4,uVar5);
}
local_20 = local_20 + 1;
iVar8 = iVar8 + 0x14;
} while (local_20 < *(int *)(this + 200));
}
*(undefined4 *)(this + 200) = 0;
*(undefined4 *)(this + 0xd0) = 0;
*(undefined4 *)(this + 0xd4) = 0;
*(undefined4 *)(this + 0xd8) = 0;
*(undefined4 *)(this + 0xdc) = 0;
*(undefined4 *)(this + 0xe0) = 0;
this[0x164] = CVar1;
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.