CTriggerToggleSave::Touch
0x00b14b30 · 80 bytes · __thiscall
_ZN18CTriggerToggleSave5TouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerToggleSave::Touch(CBaseEntity*) */
void __thiscall CTriggerToggleSave::Touch(CTriggerToggleSave *this,CBaseEntity *param_1)
{
int *piVar1;
char cVar2;
if (this[0x569] == (CTriggerToggleSave)0x0) {
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
piVar1 = engine;
if (cVar2 != '\0') {
this[0x569] = (CTriggerToggleSave)0x1;
/* WARNING: Could not recover jumptable at 0x00b14b82. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 0x94))();
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.