NextBotPlayer<CTerrorPlayer>::Touch
0x009499e0 · 311 bytes · __thiscall
_ZN13NextBotPlayerI13CTerrorPlayerE5TouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* NextBotPlayer<CTerrorPlayer>::Touch(CBaseEntity*) */
void __thiscall
NextBotPlayer<CTerrorPlayer>::Touch(NextBotPlayer<CTerrorPlayer> *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 *puVar2;
undefined4 local_70;
undefined4 local_6c;
undefined4 local_68;
undefined4 local_64;
undefined4 local_60;
undefined4 local_5c;
undefined4 local_58;
undefined4 local_54;
undefined4 local_50;
undefined4 local_4c;
undefined1 local_48;
undefined1 local_47;
undefined2 local_46;
undefined4 local_44;
undefined4 local_40;
undefined2 local_3c;
undefined1 local_3a;
undefined1 local_39;
undefined4 local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined2 local_28;
undefined2 local_26;
undefined4 local_24;
undefined4 local_20;
cVar1 = (**(code **)(*(int *)(this + 0x4028) + 0xf4))(this + 0x4028,param_1);
if (cVar1 != '\0') {
puVar2 = (undefined4 *)CBaseEntity::GetTouchTrace();
local_70 = *puVar2;
local_48 = *(undefined1 *)(puVar2 + 10);
local_6c = puVar2[1];
local_68 = puVar2[2];
local_64 = puVar2[3];
local_60 = puVar2[4];
local_5c = puVar2[5];
local_58 = puVar2[6];
local_54 = puVar2[7];
local_50 = puVar2[8];
local_4c = puVar2[9];
local_47 = *(undefined1 *)((int)puVar2 + 0x29);
local_44 = puVar2[0xb];
local_46 = *(undefined2 *)((int)puVar2 + 0x2a);
local_40 = puVar2[0xc];
local_3c = *(undefined2 *)(puVar2 + 0xd);
local_3a = *(undefined1 *)((int)puVar2 + 0x36);
local_39 = *(undefined1 *)((int)puVar2 + 0x37);
local_30 = puVar2[0x10];
local_38 = puVar2[0xe];
local_34 = puVar2[0xf];
local_2c = puVar2[0x11];
local_28 = *(undefined2 *)(puVar2 + 0x12);
local_26 = *(undefined2 *)((int)puVar2 + 0x4a);
local_24 = puVar2[0x13];
local_20 = puVar2[0x14];
(**(code **)(*(int *)(this + 0x4028) + 0x1c))(this + 0x4028,param_1,&local_70);
}
CTerrorPlayer::Touch((CTerrorPlayer *)this,param_1);
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.