CTongue::OnTouch
0x00843060 · 243 bytes · __thiscall
_ZN7CTongue7OnTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTongue::OnTouch(CBaseEntity*) */
void __thiscall CTongue::OnTouch(CTongue *this,CBaseEntity *param_1)
{
uint uVar1;
int *piVar2;
CBaseEdict *this_00;
CBaseEntity *pCVar3;
int iVar4;
undefined *puVar5;
uVar1 = *(uint *)(this + 0x44c);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar5 + 4), piVar2 != (int *)0x0)) {
uVar1 = piVar2[0xcf0];
if (uVar1 == 0xffffffff) {
pCVar3 = (CBaseEntity *)0x0;
}
else {
puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
if (puVar5 == (undefined *)0xfffffffc) {
return;
}
if (*(uint *)(puVar5 + 8) != uVar1 >> 0xc) {
return;
}
pCVar3 = *(CBaseEntity **)(puVar5 + 4);
}
if ((param_1 == pCVar3) && (param_1 != (CBaseEntity *)0x0)) {
if (param_1[0x33dc] == (CBaseEntity)0x0) {
(**(code **)(*piVar2 + 0x7fc))(piVar2,0x5a,0);
}
if (param_1[0x33dd] == (CBaseEntity)0x0) {
if (param_1[0x6c] == (CBaseEntity)0x0) {
this_00 = *(CBaseEdict **)(param_1 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
param_1[0x70] = (CBaseEntity)((byte)param_1[0x70] | 1);
}
param_1[0x33dd] = (CBaseEntity)0x1;
}
CTerrorPlayer::OnStartHangingFromTongue((CTerrorPlayer *)param_1,2);
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.