CBreakableSurface::ShatterPane
0x006b8d20 · 451 bytes · __thiscall
_ZN17CBreakableSurface11ShatterPaneEiiRK6VectorS2_
Decompiled
undefined (5 params)
/* CBreakableSurface::ShatterPane(int, int, Vector const&, Vector const&) */
undefined4 __thiscall
CBreakableSurface::ShatterPane
(CBreakableSurface *this,int param_1,int param_2,Vector *param_3,Vector *param_4)
{
float fVar1;
float fVar2;
char cVar3;
float fVar4;
float fVar5;
QAngle local_4c [12];
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_4c);
AngleVectors(local_4c,(Vector *)0x0,(Vector *)&local_40,(Vector *)&local_34);
fVar5 = (float)param_1;
fVar1 = *(float *)(this + 0x504);
fVar4 = (float)param_2;
fVar2 = *(float *)(this + 0x508);
local_24 = local_30 * fVar4 * fVar2 + *(float *)(this + 0x51c) + local_3c * fVar1 * fVar5;
local_20 = local_2c * fVar4 * fVar2 + *(float *)(this + 0x520) + local_38 * fVar1 * fVar5;
local_28 = fVar4 * local_34 * fVar2 + *(float *)(this + 0x518) + local_40 * fVar1 * fVar5;
CreateShards((Vector *)this,(QAngle *)&local_28,(Vector *)local_4c,param_3,(float)param_4,fVar1,
(int)fVar2);
CBreakable::DamageSound((CBreakable *)this);
return 1;
}
return 0;
}
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.