CBreakable::TraceAttack
0x006b1cf0 · 251 bytes · __thiscall
_ZN10CBreakable11TraceAttackERK15CTakeDamageInfoRK6VectorP10CGameTrace
Decompiled
undefined (4 params)
/* CBreakable::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) */
void __thiscall
CBreakable::TraceAttack
(CBreakable *this,CTakeDamageInfo *param_1,Vector *param_2,CGameTrace *param_3)
{
int iVar1;
uint local_28;
uint local_24;
uint local_20;
iVar1 = (**(code **)(*random_valve + 8))(random_valve,0,1);
if (iVar1 != 0) {
if (*(int *)(this + 0x44c) == 6) {
(**(code **)(*(int *)g_pEffects + 0x10))(g_pEffects,param_3 + 0xc,1,1,0);
CBaseEntity::EmitSound((CBaseEntity *)this,"Breakable.Computer",0.0,(float *)0x0);
}
else if (*(int *)(this + 0x44c) == 7) {
local_28 = *(uint *)param_2 ^ 0x80000000;
local_24 = *(uint *)(param_2 + 4) ^ 0x80000000;
local_20 = *(uint *)(param_2 + 8) ^ 0x80000000;
(**(code **)(*(int *)g_pEffects + 0x24))(g_pEffects,param_3 + 0xc,&local_28);
}
}
CBaseEntity::TraceAttack((CBaseEntity *)this,param_1,param_2,param_3);
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.