CTriggerPush::StartTouch
0x00b204d0 · 204 bytes · __thiscall
_ZN12CTriggerPush10StartTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerPush::StartTouch(CBaseEntity*) */
void __thiscall CTriggerPush::StartTouch(CTriggerPush *this,CBaseEntity *param_1)
{
char cVar1;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
CBaseTrigger::StartTouch((CBaseTrigger *)this,param_1);
cVar1 = IsPushable(this,param_1);
if ((cVar1 != '\0') && (this[0x578] != (CTriggerPush)0x0)) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
VectorRotate((float *)(this + 0x56c),(matrix3x4_t *)(this + 0x28c),&local_24);
local_10 = *(float *)(this + 0x580);
local_18 = local_24 * local_10;
local_14 = local_20 * local_10;
local_10 = local_10 * local_1c;
CBaseEntity::ApplyAbsVelocityImpulse(param_1,(Vector *)&local_18);
if (0.0 < local_1c) {
CBaseEntity::SetGroundEntity(param_1,(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.