CBaseButton::ButtonBackHome
0x00634dd0 · 327 bytes · __thiscall
_ZN11CBaseButton14ButtonBackHomeEv
Decompiled
undefined (1 param)
/* CBaseButton::ButtonBackHome() */
void __thiscall CBaseButton::ButtonBackHome(CBaseButton *this)
{
CBaseEdict *this_00;
uint uVar1;
int iVar2;
CBaseEntity *pCVar3;
undefined *puVar4;
undefined1 local_14 [8];
*(undefined4 *)(this + 0x440) = 1;
if (this[0x58c] != (CBaseButton)0x1) {
if (this[0x6c] == (CBaseButton)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseButton)((byte)this[0x70] | 1);
}
this[0x58c] = (CBaseButton)0x1;
}
uVar1 = *(uint *)(this + 0x494);
pCVar3 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
pCVar3 = *(CBaseEntity **)(puVar4 + 4);
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x568),pCVar3,(CBaseEntity *)this,0.0);
if ((*(uint *)(this + 0x148) & 0x100) == 0) {
*(undefined4 *)(this + 0xd8) = 0;
*(undefined4 *)(this + 0xdc) = 0;
}
else {
*(code **)(this + 0xd8) = ButtonTouch;
*(undefined4 *)(this + 0xdc) = 0;
}
if ((*(uint *)(this + 0x148) & 0x1000) != 0) {
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)ButtonSpark);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.5,(char *)0x0);
}
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.