CBreakable::OnPhysGunDrop
0x006b2650 · 69 bytes · __cdecl
_ZN10CBreakable13OnPhysGunDropEP11CBasePlayer13PhysGunDrop_t
Decompiled
undefined (2 params)
/* CBreakable::OnPhysGunDrop(CBasePlayer*, PhysGunDrop_t) */
void CBreakable::OnPhysGunDrop(int param_1,int *param_2)
{
undefined4 *puVar1;
if (param_2 == (int *)0x0) {
*(undefined4 *)(param_1 + 0x4f0) = 0xffffffff;
}
else {
puVar1 = (undefined4 *)(**(code **)(*param_2 + 0xc))(param_2);
*(undefined4 *)(param_1 + 0x4f0) = *puVar1;
}
*(undefined4 *)(param_1 + 0x4f4) = *(undefined4 *)(gpGlobals + 0xc);
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.