CEnvSoundscapeTriggerable::DelegateEndTouch
0x0082fa30 · 341 bytes · __thiscall
_ZN25CEnvSoundscapeTriggerable16DelegateEndTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CEnvSoundscapeTriggerable::DelegateEndTouch(CBaseEntity*) */
void __thiscall
CEnvSoundscapeTriggerable::DelegateEndTouch(CEnvSoundscapeTriggerable *this,CBaseEntity *param_1)
{
uint uVar1;
int iVar2;
undefined4 *puVar3;
int iVar4;
CEnvSoundscape *this_00;
undefined *puVar5;
undefined4 local_10;
if ((param_1 != (CBaseEntity *)0x0) &&
(iVar2 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBasePlayer::typeinfo,0), iVar2 != 0))
{
local_10 = 0xffffffff;
if (this != (CEnvSoundscapeTriggerable *)0x0) {
puVar3 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
local_10 = *puVar3;
}
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::FindAndRemove
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(iVar2 + 0x1c68),(CHandle *)&local_10);
iVar4 = *(int *)(iVar2 + 0x1c74);
while (0 < iVar4) {
uVar1 = **(uint **)(iVar2 + 0x1c68);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
((*(int *)(puVar5 + 4) != 0 &&
(this_00 = (CEnvSoundscape *)
__dynamic_cast(*(int *)(puVar5 + 4),&CBaseEntity::typeinfo,&typeinfo,0),
this_00 != (CEnvSoundscape *)0x0)))) {
CEnvSoundscape::WriteAudioParamsTo(this_00,(audioparams_t *)(iVar2 + 0x1b9c));
return;
}
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsLeft
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(iVar2 + 0x1c68),0,1);
iVar4 = *(int *)(iVar2 + 0x1c74) + -1;
*(int *)(iVar2 + 0x1c74) = iVar4;
}
if (*(int *)(iVar2 + 0x1c08) != 0) {
(**(code **)(*(int *)(iVar2 + 0x1b9c) + 4))(iVar2 + 0x1b9c,iVar2 + 0x1c08);
*(undefined4 *)(iVar2 + 0x1c08) = 0;
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.