CItemSoda::CanThink
0x0066c3f0 · 237 bytes · __thiscall
_ZN9CItemSoda8CanThinkEv
Decompiled
undefined (1 param)
/* CItemSoda::CanThink() */
void __thiscall CItemSoda::CanThink(CItemSoda *this)
{
undefined1 local_34 [16];
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
CBaseEntity::EmitSound((CBaseEntity *)this,"ItemSoda.Bounce",0.0,(float *)0x0);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 8));
local_18 = 0x41000000;
local_14 = 0x41000000;
local_10 = 0x41000000;
local_24 = 0xc1000000;
local_20 = 0xc1000000;
local_1c = 0;
UTIL_SetSize((CBaseEntity *)this,(Vector *)&local_24,(Vector *)&local_18);
CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)0x0);
*(code **)(this + 0xd8) = CanTouch;
*(undefined4 *)(this + 0xdc) = 0;
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.