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 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.