CPointAngleSensor::InputTest
0x007d8050 · 224 bytes · __thiscall
_ZN17CPointAngleSensor9InputTestER11inputdata_t
Decompiled
undefined (2 params)
/* CPointAngleSensor::InputTest(inputdata_t&) */
void __thiscall CPointAngleSensor::InputTest(CPointAngleSensor *this,inputdata_t *param_1)
{
uint uVar1;
char cVar2;
undefined *puVar3;
CBaseEntity *pCVar4;
CBaseEntity *pCVar5;
pCVar4 = (CBaseEntity *)0x0;
uVar1 = *(uint *)(this + 0x44c);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar4 = *(CBaseEntity **)(puVar3 + 4);
}
uVar1 = *(uint *)(this + 0x448);
pCVar5 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar5 = *(CBaseEntity **)(puVar3 + 4);
}
cVar2 = IsFacingWithinTolerance(this,pCVar5,pCVar4,*(float *)(this + 0x454),(float *)0x0);
if (cVar2 == '\0') {
COutputEvent::FireOutput
((COutputEvent *)(this + 0x478),*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
return;
}
COutputEvent::FireOutput
((COutputEvent *)(this + 0x460),*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
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.