CCarriedProp::ConvertToPhysObject
0x0052ffd0 · 764 bytes · __thiscall
_ZN12CCarriedProp19ConvertToPhysObjectEb
Decompiled
undefined (2 params)
/* CCarriedProp::ConvertToPhysObject(bool) */
undefined4 __thiscall CCarriedProp::ConvertToPhysObject(CCarriedProp *this,bool param_1)
{
code *pcVar1;
CBasePlayer *this_00;
undefined4 uVar2;
int iVar3;
int iVar4;
int iVar5;
int iVar6;
int *piVar7;
char *pcVar8;
longdouble lVar9;
float fVar10;
undefined4 uVar11;
undefined4 uVar12;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
this_00 = (CBasePlayer *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
if (this_00 != (CBasePlayer *)0x0) {
uVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if ((char)uVar2 != '\0') {
iVar3 = CreatePhysObject(this);
if (iVar3 != 0) {
if (param_1) {
piVar7 = *(int **)(iVar3 + 0x238);
if (piVar7 != (int *)0x0) {
uVar12 = 0;
uVar11 = 0;
CBasePlayer::EyeVectors(this_00,(Vector *)&local_34,(Vector *)0x0,(Vector *)0x0);
lVar9 = (longdouble)(**(code **)(*piVar7 + 0x78))(piVar7);
local_20 = 4.0;
if ((float)lVar9 <= 15.0) {
lVar9 = (longdouble)(**(code **)(*piVar7 + 0x78))(piVar7);
local_20 = 0.5;
if (0.5 <= (float)lVar9) {
lVar9 = (longdouble)(**(code **)(*piVar7 + 0x78))(piVar7);
local_20 = ((float)lVar9 + -0.5) * 0.2413793 + 0.5;
}
}
fVar10 = local_20 * *(float *)(player_throwforce._28_4_ + 0x2c);
local_34 = local_34 * fVar10;
local_30 = local_30 * fVar10;
local_2c = fVar10 * local_2c;
(**(code **)(*piVar7 + 0xf4))(piVar7,(Vector *)&local_34,uVar11,uVar12,local_20);
iVar4 = rand();
iVar5 = rand();
iVar6 = rand();
local_28 = ((float)iVar4 * 0.0006103702 + -10.0) * local_20;
local_24 = ((float)iVar5 * 0.0006103702 + -10.0) * local_20;
local_20 = ((float)iVar6 * 0.0006103702 + -10.0) * local_20;
(**(code **)(*piVar7 + 0xfc))(piVar7,&local_28);
}
piVar7 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"weapon_drop_to_prop",0,0);
if (piVar7 != (int *)0x0) {
pcVar1 = *(code **)(*piVar7 + 0x30);
uVar11 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this_00 + 0x30));
(*pcVar1)(piVar7,"userid",uVar11);
pcVar8 = *(char **)(this + 0x7c);
if (pcVar8 == (char *)0x0) {
pcVar8 = "";
}
iVar4 = StringAfterPrefix(pcVar8,"weapon_");
if (iVar4 != 0) {
pcVar8 = pcVar8 + 7;
}
(**(code **)(*piVar7 + 0x3c))(piVar7,"item",pcVar8);
if (*(int *)(iVar3 + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(iVar3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar7 + 0x30))(piVar7,"propid",iVar4);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar7,0);
}
}
CGlowProperty::SetGlowState((CGlowProperty *)(iVar3 + 0x1f0),*(int *)(this + 0x17f4));
}
UnequipAndDestroySelf(this);
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.