Infected::ShouldTouch
0x00a0c5a0 · 62 bytes · __thiscall
_ZNK8Infected11ShouldTouchEPK11CBaseEntity
Decompiled
undefined (2 params)
/* Infected::ShouldTouch(CBaseEntity const*) const */
undefined4 __thiscall Infected::ShouldTouch(Infected *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 uVar2;
cVar1 = IsInCommentaryMode();
if (((cVar1 == '\0') || (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0'))
|| (uVar2 = (**(code **)(*(int *)param_1 + 0x778))(param_1), (char)uVar2 != '\0')) {
uVar2 = 1;
}
return uVar2;
}
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.