CPhysicsCannister::OnTakeDamage
0x00788c30 · 463 bytes · __thiscall
_ZN17CPhysicsCannister12OnTakeDamageERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* CPhysicsCannister::OnTakeDamage(CTakeDamageInfo const&) */
undefined4 __thiscall
CPhysicsCannister::OnTakeDamage(CPhysicsCannister *this,CTakeDamageInfo *param_1)
{
uint uVar1;
undefined4 uVar2;
Vector *pVVar3;
CBaseEntity *pCVar4;
int iVar5;
undefined *puVar6;
int iVar7;
uVar2 = 0;
if (this[0x105] != (CPhysicsCannister)0x0) {
if (this[0x1a74] == (CPhysicsCannister)0x0) {
iVar5 = *(int *)(this + 0x100);
iVar7 = iVar5 - (int)*(float *)(param_1 + 0x3c);
if (iVar5 != iVar7) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(int *)(this + 0x100) = iVar7;
iVar5 = iVar7;
}
if (iVar5 < 0) {
uVar1 = *(uint *)(param_1 + 0x34);
if (((uVar1 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) {
pCVar4 = (CBaseEntity *)0x0;
}
else {
pCVar4 = *(CBaseEntity **)(puVar6 + 4);
}
Explode(this,pCVar4);
uVar2 = 1;
}
else if (((*(uint *)(param_1 + 0x48) & 0x40) == 0) &&
(((*(uint *)(param_1 + 0x48) & 0x85) == 0 ||
(iVar5 = (**(code **)(*random_valve + 8))(random_valve,1,100), 0x31 < iVar5)))) {
uVar2 = 1;
}
else {
uVar1 = *(uint *)(param_1 + 0x34);
if (((uVar1 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) {
pVVar3 = (Vector *)0x0;
}
else {
pVVar3 = *(Vector **)(puVar6 + 4);
}
CannisterActivate((CBaseEntity *)this,pVVar3);
uVar2 = 1;
}
}
else if ((0.1 < *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x1a84)) &&
(uVar2 = 0, (*(uint *)(param_1 + 0x48) & 0x2000004a) != 0)) {
uVar1 = *(uint *)(param_1 + 0x34);
pCVar4 = (CBaseEntity *)0x0;
if ((uVar1 != 0xffffffff) &&
((puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)))) {
pCVar4 = *(CBaseEntity **)(puVar6 + 4);
}
Explode(this,pCVar4);
return 0;
}
}
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.