CColaBottles::OnStartAction
0x00536060 · 168 bytes · __thiscall
_ZN12CColaBottles13OnStartActionEN17CBaseBackpackItem22BackpackItemActionTypeEP13CTerrorPlayerP11CBaseEntityf
Decompiled
undefined (5 params)
/* CColaBottles::OnStartAction(CBaseBackpackItem::BackpackItemActionType, CTerrorPlayer*,
CBaseEntity*, float) */
void __thiscall
CColaBottles::OnStartAction
(CColaBottles *this,undefined4 param_2,CBaseEntity *param_3,undefined4 param_4,
undefined4 param_5)
{
code *pcVar1;
CAI_Concept local_24 [20];
CBaseEntity::EmitSound(param_3,"Player.UsingColaBottles",0.0,(float *)0x0);
pcVar1 = *(code **)(*(int *)param_3 + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"PlayerUsingColaBottles");
(*pcVar1)(param_3,local_24,1,0,0,0,0);
CCarriedProp::OnStartAction(this,param_2,param_3,param_4,param_5);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.