CTriggerCamera::Use
0x00b1b3c0 · 132 bytes · __cdecl
_ZN14CTriggerCamera3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CTriggerCamera::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CTriggerCamera::Use(CBaseEntity *param_1,int *param_2,undefined4 param_3,undefined4 param_4)
{
int iVar1;
undefined4 *puVar2;
iVar1 = CBaseEntity::ShouldToggle(param_1,param_4,*(undefined4 *)(param_1 + 0x470));
if (iVar1 == 0) {
return;
}
if (*(int *)(param_1 + 0x470) == 0) {
if (param_2 != (int *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*param_2 + 0xc))(param_2);
*(undefined4 *)(param_1 + 0x440) = *puVar2;
Enable((CTriggerCamera *)param_1);
return;
}
*(undefined4 *)(param_1 + 0x440) = 0xffffffff;
Enable((CTriggerCamera *)param_1);
return;
}
Disable((CTriggerCamera *)param_1);
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.