CBreakable::ResetOnGroundFlags
0x006b35b0 · 237 bytes · __thiscall
_ZN10CBreakable18ResetOnGroundFlagsEv
Decompiled
undefined (1 param)
/* CBreakable::ResetOnGroundFlags() */
void __thiscall CBreakable::ResetOnGroundFlags(CBreakable *this)
{
CBaseEntity **ppCVar1;
int iVar2;
int iVar3;
Vector local_448 [8];
float local_440;
Vector local_43c [8];
float local_434;
CFlaggedEntitiesEnum local_430 [20];
CBaseEntity *local_41c [259];
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
local_448,local_43c);
local_440 = local_440 - 1.0;
local_434 = local_434 + 8.0;
CFlaggedEntitiesEnum::CFlaggedEntitiesEnum(local_430,local_41c,0x100,1);
iVar2 = UTIL_EntitiesInBox(local_448,local_43c,local_430);
if (0 < iVar2) {
iVar3 = 0;
do {
ppCVar1 = local_41c + iVar3;
iVar3 = iVar3 + 1;
CBaseEntity::SetGroundEntity(*ppCVar1,(CBaseEntity *)0x0);
} while (iVar3 != iVar2);
}
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.