Vocalizer::OnTouch
0x00a08fb0 · 226 bytes · __thiscall
_ZN9Vocalizer7OnTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* Vocalizer::OnTouch(CBaseEntity*) */
void __thiscall Vocalizer::OnTouch(Vocalizer *this,CBaseEntity *param_1)
{
uint uVar1;
char cVar2;
int iVar3;
undefined4 *puVar4;
undefined *puVar5;
iVar3 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)this);
cVar2 = IsASurvivorTeam(iVar3);
if (cVar2 == '\0') {
return;
}
uVar1 = *(uint *)(this + 0xf4);
if ((((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)) {
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (((cVar2 != '\0') || (*(char **)(param_1 + 0x7c) == "info_transitioning_player")) ||
(cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"info_transitioning_player"), cVar2 != '\0'
)) {
iVar3 = CBaseEntity::GetTeamNumber(param_1);
cVar2 = IsASurvivorTeam(iVar3);
if (cVar2 != '\0') {
puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0xf4) = *puVar4;
return;
}
}
}
else if (param_1 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0xf8) = 0xffffffff;
return;
}
puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0xf8) = *puVar4;
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.