CPhysicsCannister::VPhysicsCollision
0x00788280 · 161 bytes · __thiscall
_ZN17CPhysicsCannister17VPhysicsCollisionEiP21gamevcollisionevent_t
Decompiled
undefined (3 params)
/* CPhysicsCannister::VPhysicsCollision(int, gamevcollisionevent_t*) */
void __thiscall
CPhysicsCannister::VPhysicsCollision
(CPhysicsCannister *this,int param_1,gamevcollisionevent_t *param_2)
{
uint uVar1;
undefined *puVar2;
CBaseEntity *pCVar3;
if ((this[0x1a8c] != (CPhysicsCannister)0x0) && (this[0x1a74] != (CPhysicsCannister)0x0)) {
if ((*(float *)(param_2 + 0x14) <= 0.5 && *(float *)(param_2 + 0x14) != 0.5) &&
(this == *(CPhysicsCannister **)(param_2 + ((param_1 == 0) + 0x18) * 4 + 8))) {
return;
}
if (1000.0 < *(float *)(param_2 + 0x18)) {
uVar1 = *(uint *)(this + 0x1ac8);
if (((uVar1 == 0xffffffff) ||
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) {
pCVar3 = (CBaseEntity *)0x0;
}
else {
pCVar3 = *(CBaseEntity **)(puVar2 + 4);
}
Explode(this,pCVar3);
return;
}
}
CBaseEntity::VPhysicsCollision((CBaseEntity *)this,param_1,param_2);
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.