CItem::OnPhysGunPickup
0x006e35e0 · 130 bytes · __thiscall
_ZN5CItem15OnPhysGunPickupEP11CBasePlayer15PhysGunPickup_t
Decompiled
undefined (3 params)
/* CItem::OnPhysGunPickup(CBasePlayer*, PhysGunPickup_t) */
void __thiscall CItem::OnPhysGunPickup(CItem *this,CBaseEntity *param_1,int param_3)
{
COutputEvent::FireOutput((COutputEvent *)(this + 0x1414),param_1,(CBaseEntity *)this,0.0);
if (param_3 == 0) {
CCollisionProperty::UseTriggerBounds((CCollisionProperty *)(this + 0x194),true,2.0);
if (*(int *)(this + 0x1444) != 0) {
(**(code **)(*physenv + 0x5c))(physenv,*(int *)(this + 0x1444));
*(undefined4 *)(this + 0x1444) = 0;
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.