CTriggerImpact::InputImpact
0x00b14460 · 293 bytes · __thiscall
_ZN14CTriggerImpact11InputImpactER11inputdata_t
Decompiled
undefined (2 params)
/* CTriggerImpact::InputImpact(inputdata_t&) */
void __thiscall CTriggerImpact::InputImpact(CTriggerImpact *this,inputdata_t *param_1)
{
float fVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined1 local_34 [8];
float local_2c;
float local_28;
float local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
AngleVectors((QAngle *)(this + 0x3a8),(Vector *)&local_2c);
fVar1 = *(float *)(this + 0x5c0);
local_10 = 3;
uVar2 = *(undefined4 *)(param_1 + 4);
uVar3 = *(undefined4 *)param_1;
*(undefined4 *)(this + 0x5dc) = 3;
*(float *)(this + 0x5d0) = local_28 * fVar1;
*(float *)(this + 0x5d4) = local_24 * fVar1;
*(float *)(this + 0x5cc) = fVar1 * local_2c;
local_20 = *(undefined4 *)(this + 0x5cc);
local_1c = *(undefined4 *)(this + 0x5d0);
local_18 = *(undefined4 *)(this + 0x5d4);
local_14 = *(undefined4 *)(this + 0x5d8);
CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x5cc),&local_20,uVar3,uVar2,0);
(**(code **)(*(int *)this + 0x328))(this);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)0x32d);
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.