CBasePlayer::Touch
0x007a8ba0 · 120 bytes · __thiscall
_ZN11CBasePlayer5TouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBasePlayer::Touch(CBaseEntity*) */
void __thiscall CBasePlayer::Touch(CBasePlayer *this,CBaseEntity *param_1)
{
int *piVar1;
char cVar2;
CBaseEntity *pCVar3;
int iVar4;
uint uVar5;
pCVar3 = (CBaseEntity *)CBaseEntity::GetGroundEntity((CBaseEntity *)this);
if ((pCVar3 != param_1) && (param_1[0x186] == (CBaseEntity)0x6)) {
iVar4 = (**(code **)(*(int *)(param_1 + 0x194) + 0x2c))(param_1 + 0x194);
if (iVar4 == 6) {
uVar5 = (**(code **)(*(int *)(param_1 + 0x194) + 0x30))(param_1 + 0x194);
if (((uVar5 & 8) == 0) && (piVar1 = *(int **)(param_1 + 0x238), piVar1 != (int *)0x0)) {
cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1);
if (cVar2 != '\0') {
this[0x1df8] = (CBasePlayer)0x1;
return;
}
}
}
}
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.