TankIdle::OnContact
0x00aef5c0 · 147 bytes · __thiscall
_ZN8TankIdle9OnContactEP4TankP11CBaseEntityP10CGameTrace
Decompiled
undefined (4 params)
/* TankIdle::OnContact(Tank*, CBaseEntity*, CGameTrace*) */
TankIdle * __thiscall
TankIdle::OnContact(TankIdle *this,Tank *param_1,CBaseEntity *param_2,CGameTrace *param_3)
{
char cVar1;
int iVar2;
TankAttack *this_00;
if (param_3 != (CGameTrace *)0x0) {
cVar1 = (**(code **)(*(int *)param_3 + 0x16c))(param_3);
if (cVar1 != '\0') {
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_3);
cVar1 = IsASurvivorTeam(iVar2);
if (cVar1 != '\0') {
this_00 = ::operator_new(0x487c);
/* try { // try from 00aef635 to 00aef639 has its CatchHandler @ 00aef65c */
TankAttack::TankAttack(this_00);
*(undefined4 *)this = 1;
*(TankAttack **)(this + 4) = this_00;
*(char **)(this + 8) = "Don\'t touch me!";
*(undefined4 *)(this + 0xc) = 3;
return this;
}
}
}
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
return this;
}
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.