CPropHealthCabinet::CPropHealthCabinet
0x004ef120 · 137 bytes · __thiscall
_ZN18CPropHealthCabinetC1Ev
Decompiled
undefined (1 param)
/* CPropHealthCabinet::CPropHealthCabinet() */
void __thiscall CPropHealthCabinet::CPropHealthCabinet(CPropHealthCabinet *this)
{
int *piVar1;
CDynamicProp::CDynamicProp((CDynamicProp *)this);
*(undefined ***)this = &PTR__CPropHealthCabinet_00c272c8;
piVar1 = gameeventmanager;
*(undefined4 *)(this + 0x15d0) = 0x2a;
*(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00c27748;
*(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00c277ec;
*(undefined **)(this + 0x154c) = &DAT_00c2781c;
*(undefined ***)(this + 0x15cc) = &PTR__CPropHealthCabinet_00c27830;
this[0x15d4] = (CPropHealthCabinet)0x1;
/* try { // try from 004ef197 to 004ef199 has its CatchHandler @ 004ef1a9 */
(**(code **)(*piVar1 + 0x10))(piVar1,this + 0x15cc,"round_start_post_nav",1);
this[0x15dc] = (CPropHealthCabinet)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.