CGnome::DropCarriedProp
0x00539a60 · 308 bytes · __thiscall
_ZN6CGnome15DropCarriedPropEb
Decompiled
undefined (2 params)
/* CGnome::DropCarriedProp(bool) */
void __thiscall CGnome::DropCarriedProp(CGnome *this,bool param_1)
{
uint uVar1;
int *piVar2;
char cVar3;
bool bVar4;
undefined *puVar5;
cVar3 = CDirectorChallengeMode::VIPTarget(*(CDirectorChallengeMode **)(TheDirector + 0x648));
if (cVar3 == '\0') {
cVar3 = CDirectorChallengeMode::HealingGnome(*(CDirectorChallengeMode **)(TheDirector + 0x648));
if (cVar3 != '\0') {
uVar1 = *(uint *)(this + 0x220);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar5 + 4), piVar2 != (int *)0x0)) {
cVar3 = (**(code **)(*piVar2 + 0x16c))(piVar2);
if (cVar3 != '\0') {
*(undefined1 *)((int)piVar2 + 0x326a) = 0;
piVar2[0xa95] = -0x40800000;
}
}
}
}
else {
uVar1 = *(uint *)(this + 0x220);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar5 + 8) == uVar1 >> 0xc &&
(piVar2 = *(int **)(puVar5 + 4), piVar2 != (int *)0x0)))) {
cVar3 = (**(code **)(*piVar2 + 0x16c))(piVar2);
if (cVar3 != '\0') {
*(undefined1 *)((int)piVar2 + 0x3269) = 0;
piVar2[0xa95] = -0x40800000;
}
}
}
cVar3 = CDirectorChallengeMode::VIPTarget(*(CDirectorChallengeMode **)(TheDirector + 0x648));
bVar4 = false;
if (cVar3 == '\0') {
bVar4 = param_1;
}
CCarriedProp::DropCarriedProp((CCarriedProp *)this,bVar4);
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.