CBreakableSurface::DropPane
0x006b8af0 · 547 bytes · __thiscall
_ZN17CBreakableSurface8DropPaneEii
Decompiled
undefined (3 params)
/* CBreakableSurface::DropPane(int, int) */
void __thiscall CBreakableSurface::DropPane(CBreakableSurface *this,int param_1,int param_2)
{
float fVar1;
float fVar2;
char cVar3;
CBaseEntity *this_00;
int iVar4;
int iVar5;
int iVar6;
float fVar7;
float fVar8;
QAngle local_58 [12];
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
if ((((-1 < param_1) && (param_1 < *(int *)(this + 0x4fc))) && (-1 < param_2)) &&
((param_2 < *(int *)(this + 0x500) && (cVar3 = IsBroken(this,param_1,param_2), cVar3 == '\0')))
) {
BreakPane(this,param_1,param_2);
local_28 = (float)(*(uint *)(this + 0x50c) ^ 0x80000000);
local_24 = (float)(*(uint *)(this + 0x510) ^ 0x80000000);
local_20 = (float)(*(uint *)(this + 0x514) ^ 0x80000000);
VectorAngles((Vector *)&local_28,local_58);
AngleVectors(local_58,(Vector *)0x0,(Vector *)&local_4c,(Vector *)&local_40);
fVar8 = (float)param_1;
fVar7 = (float)param_2;
fVar1 = *(float *)(this + 0x504);
fVar2 = *(float *)(this + 0x508);
local_30 = local_3c * fVar7 * fVar2 + *(float *)(this + 0x51c) + local_48 * fVar1 * fVar8;
local_2c = local_38 * fVar7 * fVar2 + *(float *)(this + 0x520) + local_44 * fVar1 * fVar8;
local_34 = fVar7 * local_40 * fVar2 + *(float *)(this + 0x518) + fVar1 * local_4c * fVar8;
CreateShards((Vector *)this,(QAngle *)&local_34,(Vector *)local_58,(Vector *)&vec3_origin,
2.447221e-38,12.0,0x41400000);
CBreakable::DamageSound((CBreakable *)this);
this_00 = (CBaseEntity *)CWindowPane::CreateWindowPane((Vector *)&local_34,local_58);
if (this_00 != (CBaseEntity *)0x0) {
iVar4 = rand();
iVar5 = rand();
iVar6 = rand();
local_28 = (float)iVar4 * 0.0073244423 - 120.0;
local_24 = (float)iVar5 * 0.0073244423 - 120.0;
local_20 = (float)iVar6 * 0.0073244423 - 120.0;
CBaseEntity::SetLocalAngularVelocity(this_00,(QAngle *)&local_28);
return;
}
}
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.