CWeightButton::TriggerThink
0x00b60140 · 241 bytes · __thiscall
_ZN13CWeightButton12TriggerThinkEv
Decompiled
undefined (1 param)
/* CWeightButton::TriggerThink() */
void __thiscall CWeightButton::TriggerThink(CWeightButton *this)
{
longdouble lVar1;
vphysics_objectstress_t local_18 [16];
if (*(IPhysicsObject **)(this + 0x238) != (IPhysicsObject *)0x0) {
lVar1 = (longdouble)
CalculateObjectStress(*(IPhysicsObject **)(this + 0x238),(CBaseEntity *)this,local_18);
if (((float)lVar1 <= *(float *)(this + 0x470)) || (this[0x474] != (CWeightButton)0x0)) {
if (((float)lVar1 < *(float *)(this + 0x470)) && (this[0x474] != (CWeightButton)0x0)) {
COutputEvent::FireOutput
((COutputEvent *)(this + 0x458),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
this[0x474] = (CWeightButton)0x0;
}
}
else {
COutputEvent::FireOutput
((COutputEvent *)(this + 0x440),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
this[0x474] = (CWeightButton)0x1;
}
CBaseEntity::SetNextThink
((CBaseEntity *)this,*(float *)(gpGlobals + 0x1c) + *(float *)(gpGlobals + 0xc),
(char *)0x0);
return;
}
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(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.