L L4D2node

CBreakable::Break

0x006b32c0 · 78 bytes · __thiscall

_ZN10CBreakable5BreakEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBreakable::Break(CBaseEntity*) */

void __thiscall CBreakable::Break(CBreakable *this,CBaseEntity *param_1)

{
  undefined4 *puVar1;
  
  if (*(int *)(this + 0x44c) != 7) {
    if (param_1 == (CBaseEntity *)0x0) {
      *(undefined4 *)(this + 0x450) = 0xffffffff;
    }
    else {
      puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
      *(undefined4 *)(this + 0x450) = *puVar1;
    }
                    /* WARNING: Could not recover jumptable at 0x006b32fa. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0x324))();
    return;
  }
  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)