L L4D2node

CBreakable::ParsePropData

0x006b2d70 · 100 bytes · __thiscall

_ZN10CBreakable13ParsePropDataEv

Decompiled

undefined (1 param)

/* CBreakable::ParsePropData() */

void __thiscall CBreakable::ParsePropData(CBreakable *this)

{
  int iVar1;
  char *pcVar2;
  
  if (*(char **)(this + 0x480) != (char *)0x0) {
    iVar1 = V_strncmp(*(char **)(this + 0x480),"None",4);
    if (iVar1 != 0) {
      pcVar2 = "";
      if (*(char **)(this + 0x480) != (char *)0x0) {
        pcVar2 = *(char **)(this + 0x480);
      }
      CPropData::ParsePropFromBase
                ((CPropData *)g_PropDataSystem,(CBaseEntity *)this,
                 (IBreakableWithPropData *)(this + 0x440),pcVar2);
    }
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)