CTriggerCallback::StartTouch
0x00b20730 · 168 bytes · __thiscall
_ZN16CTriggerCallback10StartTouchEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerCallback::StartTouch(CBaseEntity*) */
void __thiscall CTriggerCallback::StartTouch(CTriggerCallback *this,CBaseEntity *param_1)
{
char cVar1;
uint uVar2;
code *pcVar3;
undefined *puVar4;
int *piVar5;
piVar5 = *(int **)(param_1 + 0x238);
if ((piVar5 != (int *)0x0) && (uVar2 = (**(code **)(*piVar5 + 0x50))(piVar5), (uVar2 & 4) != 0)) {
return;
}
cVar1 = (**(code **)(*(int *)this + 0x34c))(this,param_1);
if (cVar1 == '\0') {
return;
}
uVar2 = *(uint *)(this + 0x180);
if ((((uVar2 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
((*(int *)(puVar4 + 4) != 0 && (pcVar3 = *(code **)(this + 0x56c), pcVar3 != (code *)0x0)))) {
piVar5 = (int *)(*(int *)(puVar4 + 4) + *(int *)(this + 0x570));
if (((uint)pcVar3 & 1) != 0) {
pcVar3 = *(code **)(pcVar3 + *piVar5 + -1);
}
(*pcVar3)(piVar5,param_1);
}
CBaseTrigger::StartTouch((CBaseTrigger *)this,param_1);
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.