CBaseCombatWeapon::FallThink
0x005fed90 · 194 bytes · __thiscall
_ZN17CBaseCombatWeapon9FallThinkEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::FallThink() */
void __thiscall CBaseCombatWeapon::FallThink(CBaseCombatWeapon *this)
{
int *piVar1;
uint uVar2;
byte bVar3;
undefined *puVar4;
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
piVar1 = *(int **)(this + 0x238);
if (piVar1 == (int *)0x0) {
bVar3 = (byte)this[0x150] & 1;
}
else {
bVar3 = (**(code **)(*piVar1 + 0xc))(piVar1);
}
if (bVar3 != 0) {
uVar2 = *(uint *)(this + 0x220);
if ((((uVar2 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
CBaseEntity::EmitSound((CBaseEntity *)this,"BaseCombatWeapon.WeaponDrop",0.0,(float *)0x0);
}
/* WARNING: Could not recover jumptable at 0x005fee15. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x5ac))();
return;
}
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.