CItem::ActivateWhenAtRest
0x006e4350 · 140 bytes · __thiscall
_ZN5CItem18ActivateWhenAtRestEv
Decompiled
undefined (1 param)
/* CItem::ActivateWhenAtRest() */
void __thiscall CItem::ActivateWhenAtRest(CItem *this)
{
undefined1 local_14 [12];
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffff7);
this[0x1410] = (CItem)0x1;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)ComeToRest);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.5,(char *)0x0);
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.