CTriggerAutoCrouch::EndTouch
0x00b1fc60 · 118 bytes · __thiscall
_ZN18CTriggerAutoCrouch8EndTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerAutoCrouch::EndTouch(CBaseEntity*) */
void __thiscall CTriggerAutoCrouch::EndTouch(CTriggerAutoCrouch *this,CBaseEntity *param_1)
{
CBaseEdict *this_00;
char cVar1;
int iVar2;
CBaseTrigger::EndTouch((CBaseTrigger *)this,param_1);
if (param_1 != (CBaseEntity *)0x0) {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if ((cVar1 != '\0') && (param_1[0x2f04] != (CBaseEntity)0x0)) {
if (param_1[0x6c] == (CBaseEntity)0x0) {
this_00 = *(CBaseEdict **)(param_1 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
param_1[0x2f04] = (CBaseEntity)0x0;
}
else {
param_1[0x70] = (CBaseEntity)((byte)param_1[0x70] | 1);
param_1[0x2f04] = (CBaseEntity)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.