CTerrorWeapon::OnDropped
0x0056e360 · 305 bytes · __thiscall
_ZN13CTerrorWeapon9OnDroppedEP13CTerrorPlayerS1_
Decompiled
undefined (3 params)
/* CTerrorWeapon::OnDropped(CTerrorPlayer*, CTerrorPlayer*) */
void __thiscall
CTerrorWeapon::OnDropped(CTerrorWeapon *this,CTerrorPlayer *param_1,CTerrorPlayer *param_2)
{
undefined4 *puVar1;
longdouble lVar2;
undefined1 local_14 [8];
if (param_1 == (CTerrorPlayer *)0x0) {
*(undefined4 *)(this + 0x1798) = 0xffffffff;
}
else {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x1798) = *puVar1;
}
if (param_2 == (CTerrorPlayer *)0x0) {
*(undefined4 *)(this + 0x179c) = 0xffffffff;
}
else {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
*(undefined4 *)(this + 0x179c) = *puVar1;
}
lVar2 = (longdouble)CountdownTimer::Now();
if ((float)lVar2 + 5.0 != *(float *)(this + 0x17a8)) {
(**(code **)(*(int *)(this + 0x17a0) + 4))(this + 0x17a0,this + 0x17a8);
*(float *)(this + 0x17a8) = (float)lVar2 + 5.0;
}
if (*(float *)(this + 0x17a4) != 5.0) {
(**(code **)(*(int *)(this + 0x17a0) + 4))(this + 0x17a0,this + 0x17a4);
*(undefined4 *)(this + 0x17a4) = 0x40a00000;
}
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)GiveThink);
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
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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.