CBaseBeltItem::OnHit
0x00525c40 · 114 bytes · __thiscall
_ZN13CBaseBeltItem5OnHitER10CGameTraceRK6Vectorb
Decompiled
undefined (4 params)
/* CBaseBeltItem::OnHit(CGameTrace&, Vector const&, bool) */
undefined4 __thiscall
CBaseBeltItem::OnHit(CBaseBeltItem *this,CGameTrace *param_1,Vector *param_2,bool param_3)
{
int *piVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
piVar1 = *(int **)(param_1 + 0x4c);
if (piVar1 != (int *)0x0) {
cVar2 = (**(code **)(*piVar1 + 0x16c))(piVar1);
if (cVar2 != '\0') {
iVar4 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(param_1 + 0x4c));
cVar2 = IsASurvivorTeam(iVar4);
if (cVar2 != '\0') {
return 0;
}
}
}
uVar3 = CTerrorWeapon::OnHit((CTerrorWeapon *)this,param_1,param_2,param_3);
return uVar3;
}
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.