L L4D2node

CBreakableSurface::BreakPane

0x006b87b0 · 172 bytes · __thiscall

_ZN17CBreakableSurface9BreakPaneEii

Decompiled

undefined (3 params)

/* CBreakableSurface::BreakPane(int, int) */

void __thiscall CBreakableSurface::BreakPane(CBreakableSurface *this,int param_1,int param_2)

{
  undefined1 local_14 [12];
  
  if ((((-1 < param_1) && (param_1 < *(int *)(this + 0x4fc))) && (-1 < param_2)) &&
     (param_2 < *(int *)(this + 0x500))) {
    *(int *)(this + 0x52c) = *(int *)(this + 0x52c) + 1;
    SetSupport(this,param_1,param_2,-1.0);
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)BreakThink);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
    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)