CStaticPropMgr::GetStaticProp
0x001e44c0 · 86 bytes · __thiscall
_ZN14CStaticPropMgr13GetStaticPropEP13IHandleEntity
Decompiled
undefined (2 params)
/* CStaticPropMgr::GetStaticProp(IHandleEntity*) */
int __thiscall CStaticPropMgr::GetStaticProp(CStaticPropMgr *this,IHandleEntity *param_1)
{
char cVar1;
uint *puVar2;
int iVar3;
cVar1 = (**(code **)(*(int *)this + 0x28))(this,param_1);
if ((cVar1 != '\0') && (param_1 != (IHandleEntity *)0x0)) {
puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
if (((int)(*puVar2 & 0xfff) <= *(int *)(this + 0x2c)) &&
(iVar3 = (*puVar2 & 0xfff) * 0xd8 + *(int *)(this + 0x20), iVar3 != 0)) {
return iVar3 + 8;
}
}
return 0;
}
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.