CBaseTrigger::StartTouch
0x00b201e0 · 221 bytes · __thiscall
_ZN12CBaseTrigger10StartTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseTrigger::StartTouch(CBaseEntity*) */
void __thiscall CBaseTrigger::StartTouch(CBaseTrigger *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 *puVar2;
int iVar3;
undefined4 local_20 [4];
cVar1 = (**(code **)(*(int *)this + 0x34c))(this,param_1);
if (cVar1 != '\0') {
local_20[0] = 0xffffffff;
if (param_1 != (CBaseEntity *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_20[0] = *puVar2;
}
iVar3 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x554),(CHandle *)local_20);
if (iVar3 == -1) {
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::InsertBefore
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(this + 0x554),*(int *)(this + 0x560),(CHandle *)local_20);
COutputEvent::FireOutput((COutputEvent *)(this + 0x4c4),param_1,(CBaseEntity *)this,0.0);
if (*(int *)(this + 0x560) == 1) {
COutputEvent::FireOutput((COutputEvent *)(this + 0x4dc),param_1,(CBaseEntity *)this,0.0);
}
}
else {
COutputEvent::FireOutput((COutputEvent *)(this + 0x4c4),param_1,(CBaseEntity *)this,0.0);
}
}
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.