CButtonTimed::OnUseFinished
0x00634c40 · 139 bytes · __thiscall
_ZN12CButtonTimed13OnUseFinishedEv
Decompiled
undefined (1 param)
/* CButtonTimed::OnUseFinished() */
void __thiscall CButtonTimed::OnUseFinished(CButtonTimed *this)
{
uint uVar1;
CBaseEntity *pCVar2;
undefined *puVar3;
pCVar2 = (CBaseEntity *)0x0;
uVar1 = *(uint *)(this + 0x494);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar2 = *(CBaseEntity **)(puVar3 + 4);
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x5c0),pCVar2,(CBaseEntity *)this,0.0);
(**(code **)(*(int *)this + 0x330))(this);
if (this[0x59c] == (CButtonTimed)0x0) {
return;
}
/* WARNING: Could not recover jumptable at 0x00634cc9. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x33c))();
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.