CChainsaw::Drop
0x00531fa0 · 225 bytes · __thiscall
_ZN9CChainsaw4DropERK6Vector
Decompiled
undefined (2 params)
/* CChainsaw::Drop(Vector const&) */
void __thiscall CChainsaw::Drop(CChainsaw *this,Vector *param_1)
{
if (*(int *)(this + 0x1804) != 0) {
StopSound(this,(CSoundPatch **)(this + 0x17f4),0.0);
StopSound(this,(CSoundPatch **)(this + 0x17f8),0.0);
StopSound(this,(CSoundPatch **)(this + 0x17fc),0.0);
StopSound(this,(CSoundPatch **)(this + 0x1800),0.0);
CBasePlayer::RumbleEffect(*(CBasePlayer **)(this + 0x1804),'\x1e','\0','\x01');
CBasePlayer::RumbleEffect(*(CBasePlayer **)(this + 0x1804),'\x1f','\0','\x01');
}
CTerrorWeapon::Drop((CTerrorWeapon *)this,param_1);
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.