CPhysicsCannister::Deactivate
0x00787f50 · 193 bytes · __thiscall
_ZN17CPhysicsCannister10DeactivateEv
Decompiled
undefined (1 param)
/* CPhysicsCannister::Deactivate() */
void __thiscall CPhysicsCannister::Deactivate(CPhysicsCannister *this)
{
int *piVar1;
int iVar2;
piVar1 = *(int **)(this + 0x1a6c);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x10))(piVar1,*(undefined4 *)(this + 0x238));
(**(code **)(*physenv + 0x7c))(physenv,*(undefined4 *)(this + 0x1a6c));
*(undefined4 *)(this + 0x1a6c) = 0;
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
*(undefined4 *)(this + 0x1a78) = 0;
this[0x1a74] = (CPhysicsCannister)0x0;
if (*(int *)(this + 0x1a70) != 0) {
ShutdownJet(this);
}
if (*(char **)(this + 0x1a88) != (char *)0x0) {
if (*(int *)(this + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
CBaseEntity::StopSound(iVar2,3,*(char **)(this + 0x1a88));
}
}
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.