CTriggerProximity::StartTouch
0x00b205b0 · 141 bytes · __thiscall
_ZN17CTriggerProximity10StartTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerProximity::StartTouch(CBaseEntity*) */
void __thiscall CTriggerProximity::StartTouch(CTriggerProximity *this,CBaseEntity *param_1)
{
char cVar1;
undefined1 local_14 [8];
CBaseTrigger::StartTouch((CBaseTrigger *)this,param_1);
cVar1 = (**(code **)(*(int *)this + 0x34c))(this,param_1);
if (cVar1 != '\0') {
*(int *)(this + 0x578) = *(int *)(this + 0x578) + 1;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)MeasureThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(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.