CBaseCombatWeapon::SetPickupTouch
0x00404bb0 · 150 bytes · __thiscall
_ZN17CBaseCombatWeapon14SetPickupTouchEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::SetPickupTouch() */
void __thiscall CBaseCombatWeapon::SetPickupTouch(CBaseCombatWeapon *this)
{
int iVar1;
undefined1 local_14 [12];
iVar1 = gpGlobals;
*(undefined4 *)(this + 0xd8) = 0x3d1;
*(undefined4 *)(this + 0xdc) = 0;
if ((1 < *(int *)(iVar1 + 0x14)) && (((byte)this[0x14b] & 0x40) != 0)) {
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_Remove);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 30.0,(char *)0x0);
return;
}
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.