CHolidayGift::MyTouch
0x008d1360 · 226 bytes · __thiscall
_ZN12CHolidayGift7MyTouchEP11CBasePlayer
Decompiled
undefined (2 params)
/* CHolidayGift::MyTouch(CBasePlayer*) */
undefined4 __thiscall CHolidayGift::MyTouch(CHolidayGift *this,CBasePlayer *param_1)
{
code *pcVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
int *piVar5;
undefined4 uVar6;
if ((((param_1 != (CBasePlayer *)0x0) &&
(uVar3 = (**(code **)(*(int *)param_1 + 300))(param_1), (char)uVar3 != '\0')) &&
(cVar2 = (**(code **)(*(int *)param_1 + 0x778))(param_1), cVar2 == '\0')) &&
(iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar4 == 2)) {
piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"christmas_gift_grab",0,0);
if (piVar5 != (int *)0x0) {
pcVar1 = *(code **)(*piVar5 + 0x30);
uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
(*pcVar1)(piVar5,"userid",uVar6);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
}
CBaseEntity::EmitSound((CBaseEntity *)param_1,"Christmas.GiftPickup",0.0,(float *)0x0);
return uVar3;
}
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.