CStaticPropMgr::GetHullListForProp
0x001e6190 · 83 bytes · __thiscall
_ZN14CStaticPropMgr18GetHullListForPropEP15CConvexHullListP13IHandleEntity
Decompiled
undefined (3 params)
/* CStaticPropMgr::GetHullListForProp(CConvexHullList*, IHandleEntity*) */
undefined4 __thiscall
CStaticPropMgr::GetHullListForProp
(CStaticPropMgr *this,CConvexHullList *param_1,IHandleEntity *param_2)
{
uint *puVar1;
undefined4 uVar2;
if (param_2 != (IHandleEntity *)0x0) {
puVar1 = (uint *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
if ((int)(*puVar1 & 0xfff) <= *(int *)(this + 0x2c)) {
uVar2 = GetHullListForProp(this,param_1,
(uint)*(ushort *)
((*puVar1 & 0xfff) * 0xd8 + *(int *)(this + 0x20) + 0x4e));
return uVar2;
}
}
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.