CBreakableSurface::BreakThink
0x006b8ef0 · 551 bytes · __thiscall
_ZN17CBreakableSurface10BreakThinkEv
Decompiled
undefined (1 param)
/* CBreakableSurface::BreakThink() */
void __thiscall CBreakableSurface::BreakThink(CBreakableSurface *this)
{
int iVar1;
char cVar2;
int iVar3;
int iVar4;
int iVar5;
longdouble lVar6;
undefined1 *local_428;
CBreakableSurface *local_424;
undefined1 *local_420;
undefined1 local_41c [1036];
if ((*(int *)(this + 0x528) != 1) && (iVar1 = *(int *)(this + 0x4fc), 0 < iVar1)) {
iVar4 = *(int *)(this + 0x500);
local_428 = local_41c;
iVar3 = 0;
do {
if (0 < iVar4) {
iVar5 = 0;
do {
cVar2 = IsBroken(this,iVar3,iVar5);
if (cVar2 == '\0') {
lVar6 = (longdouble)RecalcSupport(this,iVar3,iVar5);
*(float *)(local_428 + iVar5 * 4) = (float)lVar6;
}
iVar5 = iVar5 + 1;
} while (iVar5 != iVar4);
}
local_428 = local_428 + 0x40;
iVar3 = iVar3 + 1;
} while (iVar3 != iVar1);
iVar1 = *(int *)(this + 0x930);
local_420 = local_41c;
iVar4 = 0;
local_424 = this;
do {
if (0 < *(int *)(this + 0x500)) {
iVar3 = 0;
do {
while ((cVar2 = IsBroken(this,iVar4,iVar3), cVar2 != '\0' ||
(SetSupport(this,iVar4,iVar3,*(float *)(local_420 + iVar3 * 4) * 0.14814815),
(float)iVar1 * 0.002 < *(float *)(local_424 + iVar3 * 4 + 0x530) ||
(float)iVar1 * 0.002 == *(float *)(local_424 + iVar3 * 4 + 0x530)))) {
iVar3 = iVar3 + 1;
if (*(int *)(this + 0x500) <= iVar3) goto LAB_006b90d0;
}
iVar5 = (**(code **)(*random_valve + 8))(random_valve,0,1);
if (iVar5 == 0) {
ShatterPane(this,iVar4,iVar3,(Vector *)&vec3_origin,(Vector *)&vec3_origin);
}
else {
DropPane(this,iVar4,iVar3);
}
iVar3 = iVar3 + 1;
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
} while (iVar3 < *(int *)(this + 0x500));
}
LAB_006b90d0:
local_420 = local_420 + 0x40;
iVar4 = iVar4 + 1;
local_424 = local_424 + 0x40;
} while (iVar4 < *(int *)(this + 0x4fc));
}
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.