CInferno::IsTouchingTrigger
0x008c7880 · 453 bytes · __thiscall
_ZN8CInferno17IsTouchingTriggerEP11CBaseEntity
Decompiled
undefined (2 params)
/* CInferno::IsTouchingTrigger(CBaseEntity*) */
undefined4 __thiscall CInferno::IsTouchingTrigger(CInferno *this,CBaseEntity *param_1)
{
undefined4 *puVar1;
char cVar2;
int *piVar3;
int iVar4;
longdouble lVar5;
float fVar6;
Vector local_e4 [12];
Vector local_d8 [12];
undefined4 local_cc;
undefined4 local_c8;
undefined4 local_c4;
undefined4 local_bc;
undefined4 local_b8;
undefined4 local_b4;
undefined4 local_ac;
undefined4 local_a8;
undefined4 local_a4;
float local_9c;
float local_98;
float local_94;
undefined4 local_8c;
undefined1 local_88;
undefined1 local_87;
undefined1 local_70 [96];
if (param_1 != (CBaseEntity *)0x0) {
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x10))(param_1);
(**(code **)(*piVar3 + 0xc))(piVar3,local_e4,local_d8);
cVar2 = IsBoxIntersectingBox
(local_e4,local_d8,(Vector *)(this + 0xb50),(Vector *)(this + 0xb5c));
if ((cVar2 != '\0') && (0 < *(int *)(this + 0xa40))) {
iVar4 = 0;
do {
while ((puVar1 = *(undefined4 **)(this + iVar4 * 4 + 0xa48), (float)puVar1[0x14] <= 0.0 ||
(lVar5 = (longdouble)CountdownTimer::Now(), (float)puVar1[0x14] <= (float)lVar5))) {
iVar4 = iVar4 + 1;
if (*(int *)(this + 0xa40) <= iVar4) {
return 0;
}
}
local_9c = *(float *)(this + 0xb48);
local_cc = *puVar1;
local_c8 = puVar1[1];
local_c4 = puVar1[2];
fVar6 = local_9c * local_9c;
local_bc = 0;
local_b8 = 0;
local_b4 = 0;
local_87 = 0;
local_8c = 0;
local_ac = 0;
local_a8 = 0;
local_a4 = 0;
local_88 = fVar6 + fVar6 + fVar6 < 1e-06;
iVar4 = iVar4 + 1;
local_98 = local_9c;
local_94 = local_9c;
(**(code **)(*enginetrace + 0x10))(enginetrace,&local_cc,0x200400b,piVar3,local_70);
} while (iVar4 < *(int *)(this + 0xa40));
}
}
return 0;
}
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.