CGasCan::ShouldContinueAction
0x00537d70 · 139 bytes · __thiscall
_ZN7CGasCan20ShouldContinueActionEP13CTerrorPlayerP11CBaseEntityi
Decompiled
undefined (4 params)
/* CGasCan::ShouldContinueAction(CTerrorPlayer*, CBaseEntity*, int) */
undefined4 __thiscall
CGasCan::ShouldContinueAction(CGasCan *this,CTerrorPlayer *param_1,CBaseEntity *param_2,int param_3)
{
code *pcVar1;
undefined4 uVar2;
CAI_Concept local_24 [20];
uVar2 = CCarriedProp::ShouldContinueAction((CCarriedProp *)this,param_1,param_2,param_3);
if ((char)uVar2 == '\0') {
pcVar1 = *(code **)(*(int *)param_1 + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"PlayerPourCancelled");
(*pcVar1)(param_1,local_24,1,0,0,0,0);
}
return uVar2;
}
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.