CTriggerLook::StartTouch
0x00b20410 · 185 bytes · __thiscall
_ZN12CTriggerLook10StartTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerLook::StartTouch(CBaseEntity*) */
void __thiscall CTriggerLook::StartTouch(CTriggerLook *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 *puVar2;
undefined1 local_14 [8];
CTriggerMultiple::StartTouch((CTriggerMultiple *)this,param_1);
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if ((cVar1 != '\0') && (*(float *)(this + 0x5d4) != 0.0)) {
this[0x5d8] = (CTriggerLook)0x0;
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x5dc) = *puVar2;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)TimeoutThink);
CBaseEntity::SetNextThink
((CBaseEntity *)this,*(float *)(this + 0x5d4) + *(float *)(gpGlobals + 0xc),
(char *)0x0);
}
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.