CGnome::Equip
0x005399b0 · 167 bytes · __thiscall
_ZN6CGnome5EquipEP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* CGnome::Equip(CBaseCombatCharacter*) */
void __thiscall CGnome::Equip(CGnome *this,CBaseCombatCharacter *param_1)
{
int iVar1;
char cVar2;
cVar2 = CDirectorChallengeMode::VIPTarget(*(CDirectorChallengeMode **)(TheDirector + 0x648));
if (cVar2 == '\0') {
cVar2 = CDirectorChallengeMode::HealingGnome(*(CDirectorChallengeMode **)(TheDirector + 0x648));
if ((cVar2 != '\0') && (param_1 != (CBaseCombatCharacter *)0x0)) {
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
iVar1 = gpGlobals;
if (cVar2 != '\0') {
param_1[0x326a] = (CBaseCombatCharacter)0x1;
*(undefined4 *)(param_1 + 0x2a54) = *(undefined4 *)(iVar1 + 0xc);
}
}
}
else if (param_1 != (CBaseCombatCharacter *)0x0) {
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
iVar1 = gpGlobals;
if (cVar2 != '\0') {
param_1[0x3269] = (CBaseCombatCharacter)0x1;
*(undefined4 *)(param_1 + 0x2a54) = *(undefined4 *)(iVar1 + 0xc);
}
}
CCarriedProp::Equip((CCarriedProp *)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.