CTriggerHurt::RadiationThink
0x00b21030 · 213 bytes · __thiscall
_ZN12CTriggerHurt14RadiationThinkEv
Decompiled
undefined (1 param)
/* CTriggerHurt::RadiationThink() */
void __thiscall CTriggerHurt::RadiationThink(CTriggerHurt *this)
{
CBasePlayer *this_00;
Vector *pVVar1;
longdouble lVar2;
float fVar3;
Vector local_34 [12];
Vector local_28 [24];
(**(code **)(*(int *)(this + 0x194) + 0x3c))
((CCollisionProperty *)(this + 0x194),local_34,local_28);
this_00 = (CBasePlayer *)UTIL_FindClientInPVS(local_34,local_28);
if (this_00 != (CBasePlayer *)0x0) {
pVVar1 = (Vector *)(**(code **)(*(int *)this_00 + 0x288))(this_00);
lVar2 = (longdouble)
CCollisionProperty::CalcDistanceFromPoint((CCollisionProperty *)(this + 0x194),pVVar1);
CBasePlayer::NotifyNearbyRadiationSource(this_00,(float)lVar2 * 3.0);
}
fVar3 = *(float *)(gpGlobals + 0xc);
if (0.5 <= fVar3 - *(float *)(this + 0x578)) {
HurtAllTouchers(this,fVar3 - *(float *)(this + 0x578));
fVar3 = *(float *)(gpGlobals + 0xc);
}
CBaseEntity::SetNextThink((CBaseEntity *)this,fVar3 + 0.25,(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.