CGasCan::ItemPostFrame
0x00537a90 · 108 bytes · __thiscall
_ZN7CGasCan13ItemPostFrameEv
Decompiled
undefined (1 param)
/* CGasCan::ItemPostFrame() */
void __thiscall CGasCan::ItemPostFrame(CGasCan *this)
{
char cVar1;
int *piVar2;
cVar1 = CTerrorGameRules::IsScavengeMode();
if ((cVar1 != '\0') && (1.0 < *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x1820))) {
piVar2 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 0x850))(piVar2,0x43070000);
}
*(undefined4 *)(this + 0x1820) = *(undefined4 *)(gpGlobals + 0xc);
}
CBaseBackpackItem::ItemPostFrame((CBaseBackpackItem *)this);
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.