CItem::CreateItemVPhysicsObject
0x006e2fb0 · 385 bytes · __thiscall
_ZN5CItem24CreateItemVPhysicsObjectEv
Decompiled
undefined (1 param)
/* CItem::CreateItemVPhysicsObject() */
undefined4 __thiscall CItem::CreateItemVPhysicsObject(CItem *this)
{
CCollisionProperty *this_00;
uint uVar1;
int iVar2;
undefined1 *puVar3;
uint uVar4;
double dVar5;
double dVar6;
this_00 = (CCollisionProperty *)(this + 0x194);
uVar1 = (**(code **)(*(int *)(this + 0x194) + 0x30))(this_00);
uVar4 = uVar1 | 0x18;
if (this[0x1410] != (CItem)0x0) {
uVar4 = uVar1 | 0x1010;
}
iVar2 = (**(code **)(*(int *)this + 0x1c))(this);
if (iVar2 == 0) {
return 1;
}
iVar2 = CBaseEntity::VPhysicsInitNormal((CBaseEntity *)this,6,uVar4,0,0);
if (iVar2 != 0) {
return 1;
}
CCollisionProperty::SetSolid(this_00,2);
CCollisionProperty::SetSolidFlags(this_00,*(ushort *)(this + 0x1b4) | uVar4);
iVar2 = UTIL_DropToFloor((CBaseEntity *)this,0x200400b,(CBaseEntity *)0x0);
if (iVar2 != 0) {
return 1;
}
if (((byte)this[0x14d] & 8) == 0) {
dVar6 = (double)*(float *)(this + 0x2e8);
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
dVar6 = (double)*(float *)(this + 0x2e8);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
dVar5 = (double)*(float *)(this + 0x2e4);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
goto LAB_006e3088;
}
}
dVar5 = (double)*(float *)(this + 0x2e4);
LAB_006e3088:
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0x7c);
}
Warning("Item %s fell out of level at %f,%f,%f\n",puVar3,(double)*(float *)(this + 0x2e0),dVar5,
dVar6);
UTIL_Remove((CBaseEntity *)this);
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.