CTriggerProximity::EndTouch
0x00b1fb70 · 142 bytes · __thiscall
_ZN17CTriggerProximity8EndTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerProximity::EndTouch(CBaseEntity*) */
void __thiscall CTriggerProximity::EndTouch(CTriggerProximity *this,CBaseEntity *param_1)
{
CTriggerProximity *pCVar1;
char cVar2;
undefined1 local_14 [8];
CBaseTrigger::EndTouch((CBaseTrigger *)this,param_1);
cVar2 = (**(code **)(*(int *)this + 0x34c))(this,param_1);
if (cVar2 != '\0') {
pCVar1 = this + 0x578;
*(int *)pCVar1 = *(int *)pCVar1 + -1;
if (*(int *)pCVar1 == 0) {
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
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.