CPlatTrigger::Touch
0x00b09a60 · 112 bytes · __thiscall
_ZN12CPlatTrigger5TouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CPlatTrigger::Touch(CBaseEntity*) */
void __thiscall CPlatTrigger::Touch(CPlatTrigger *this,CBaseEntity *param_1)
{
CBaseEntity *this_00;
char cVar1;
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)param_1 + 300))(param_1);
if (cVar1 != '\0') {
this_00 = *(CBaseEntity **)(this + 0x440);
if (*(int *)(this_00 + 0x440) == 1) {
/* WARNING: Could not recover jumptable at 0x00b09ad9. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this_00 + 0x32c))();
return;
}
if (*(int *)(this_00 + 0x440) == 0) {
CBaseEntity::SetMoveDoneTime(this_00,1.0);
return;
}
}
}
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.