CBoneFollower::ObjectCaps
0x00786ea0 · 120 bytes · __thiscall
_ZN13CBoneFollower10ObjectCapsEv
Decompiled
undefined (1 param)
/* CBoneFollower::ObjectCaps() */
uint __thiscall CBoneFollower::ObjectCaps(CBoneFollower *this)
{
int *piVar1;
uint uVar2;
uint uVar3;
undefined *puVar4;
uVar2 = *(uint *)(this + 0x220);
if ((((uVar2 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
((piVar1 = *(int **)(puVar4 + 4), piVar1 != (int *)0x0 && (piVar1[0x20] != 0)))) {
uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
uVar3 = (**(code **)(*piVar1 + 0xa4))(piVar1);
return (uVar3 | uVar2) & 0xfffffffd;
}
uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
return uVar2;
}
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.