CCollisionEvent::FluidEndTouch
0x0077e980 · 197 bytes · __thiscall
_ZN15CCollisionEvent13FluidEndTouchEP14IPhysicsObjectP23IPhysicsFluidController
Decompiled
undefined (3 params)
/* CCollisionEvent::FluidEndTouch(IPhysicsObject*, IPhysicsFluidController*) */
void __thiscall
CCollisionEvent::FluidEndTouch
(CCollisionEvent *this,IPhysicsObject *param_1,IPhysicsFluidController *param_2)
{
code *pcVar1;
int iVar2;
CBaseEntity *pCVar3;
undefined4 uVar4;
longdouble lVar5;
iVar2 = *(int *)(this + 0x15c) + 1;
*(int *)(this + 0x15c) = iVar2;
if ((param_1 != (IPhysicsObject *)0x0) && (param_2 != (IPhysicsFluidController *)0x0)) {
/* try { // try from 0077e9c4 to 0077ea42 has its CatchHandler @ 0077ea53 */
pCVar3 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x48))(param_1);
if (pCVar3 != (CBaseEntity *)0x0) {
lVar5 = (longdouble)DeltaTimeSinceLastFluid(this,pCVar3);
if (0.5 <= (float)lVar5) {
PhysicsSplash(param_2,param_1,pCVar3);
}
*(uint *)(pCVar3 + 0x14c) = *(uint *)(pCVar3 + 0x14c) & 0xfff7ffff;
pcVar1 = *(code **)(*(int *)pCVar3 + 0x198);
uVar4 = (**(code **)(*(int *)param_2 + 0x1c))(param_2);
(*pcVar1)(pCVar3,1,uVar4);
*(int *)(this + 0x15c) = *(int *)(this + 0x15c) + -1;
return;
}
iVar2 = *(int *)(this + 0x15c);
}
*(int *)(this + 0x15c) = iVar2 + -1;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.