CCarriedProp::DropCarriedProp
0x005302e0 · 186 bytes · __thiscall
_ZN12CCarriedProp15DropCarriedPropEb
Decompiled
undefined (2 params)
/* CCarriedProp::DropCarriedProp(bool) */
undefined4 __thiscall CCarriedProp::DropCarriedProp(CCarriedProp *this,bool param_1)
{
uint uVar1;
int iVar2;
char cVar3;
int *piVar4;
undefined *puVar5;
undefined4 uVar6;
piVar4 = (int *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
if ((piVar4 == (int *)0x0) || (cVar3 = (**(code **)(*piVar4 + 0x16c))(piVar4), cVar3 == '\0')) {
return 0;
}
uVar1 = piVar4[0x819];
if ((uVar1 != 0xffffffff) &&
((puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)))) {
iVar2 = *(int *)(puVar5 + 4);
uVar6 = ConvertToPhysObject(this,param_1);
if (iVar2 == 0) {
return uVar6;
}
(**(code **)(*piVar4 + 0x474))(piVar4,iVar2,0);
return uVar6;
}
uVar6 = ConvertToPhysObject(this,param_1);
return uVar6;
}
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.