CDynamicProp::TestCollision
0x007e3f70 · 229 bytes · __thiscall
_ZN12CDynamicProp13TestCollisionERK5Ray_tjR10CGameTrace
Decompiled
undefined (4 params)
/* CDynamicProp::TestCollision(Ray_t const&, unsigned int, CGameTrace&) */
void __thiscall
CDynamicProp::TestCollision(CDynamicProp *this,Ray_t *param_1,uint param_2,CGameTrace *param_3)
{
uint uVar1;
int *piVar2;
char cVar3;
int iVar4;
undefined *puVar5;
int iVar6;
if ((((*(ushort *)(this + 0x1b4) & 4) != 0) && ((*(ushort *)(this + 0x1b4) & 3) == 3)) &&
(0 < *(int *)(this + 0x15a4))) {
iVar6 = 0;
do {
iVar4 = CBoneFollowerManager::GetBoneFollower((CBoneFollowerManager *)(this + 0x15a4),iVar6);
uVar1 = *(uint *)(iVar4 + 4);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar5 + 8) == uVar1 >> 0xc &&
((piVar2 = *(int **)(puVar5 + 4), piVar2 != (int *)0x0 &&
(cVar3 = (**(code **)(*piVar2 + 0x40))(piVar2,param_1,param_2,param_3), cVar3 != '\0'))))
)) {
return;
}
iVar6 = iVar6 + 1;
} while (iVar6 < *(int *)(this + 0x15a4));
}
CBaseAnimating::TestCollision((CBaseAnimating *)this,param_1,param_2,param_3);
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.