CBaseButton::OnUseLocked
0x006374c0 · 135 bytes · __thiscall
_ZN11CBaseButton11OnUseLockedEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseButton::OnUseLocked(CBaseEntity*) */
bool __thiscall CBaseButton::OnUseLocked(CBaseButton *this,CBaseEntity *param_1)
{
float fVar1;
bool bVar2;
bool bVar3;
PlayLockSounds((CBaseEntity *)this,(locksound_t *)(this + 0x4c8),1,1);
fVar1 = *(float *)(gpGlobals + 0xc);
bVar2 = fVar1 != *(float *)(this + 0x4fc);
bVar3 = *(float *)(this + 0x4fc) <= fVar1;
if (bVar3 && bVar2) {
COutputEvent::FireOutput((COutputEvent *)(this + 0x538),param_1,(CBaseEntity *)this,0.0);
*(float *)(this + 0x4fc) = *(float *)(gpGlobals + 0xc) + 0.5;
}
return bVar3 && bVar2;
}
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.