CGib::OnPhysGunDrop
0x006d4120 · 92 bytes · __cdecl
_ZN4CGib13OnPhysGunDropEP11CBasePlayer13PhysGunDrop_t
Decompiled
undefined (2 params)
/* CGib::OnPhysGunDrop(CBasePlayer*, PhysGunDrop_t) */
void CGib::OnPhysGunDrop(int param_1,int *param_2)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 *puVar3;
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
if (param_2 != (int *)0x0) {
puVar3 = (undefined4 *)(**(code **)(*param_2 + 0xc))(param_2);
uVar2 = *puVar3;
*(undefined4 *)(param_1 + 0x140c) = uVar1;
*(undefined4 *)(param_1 + 0x1408) = uVar2;
return;
}
*(undefined4 *)(param_1 + 0x1408) = 0xffffffff;
*(undefined4 *)(param_1 + 0x140c) = uVar1;
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.