CPhysicsCannister::OnPhysGunDrop
0x00788fb0 · 127 bytes · __thiscall
_ZN17CPhysicsCannister13OnPhysGunDropEP11CBasePlayer13PhysGunDrop_t
Decompiled
undefined (3 params)
/* CPhysicsCannister::OnPhysGunDrop(CBasePlayer*, PhysGunDrop_t) */
void __thiscall
CPhysicsCannister::OnPhysGunDrop(CPhysicsCannister *param_1,Vector *param_2,int param_3)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 *puVar3;
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
if (param_2 == (Vector *)0x0) {
*(undefined4 *)(param_1 + 0x1ac4) = uVar1;
*(undefined4 *)(param_1 + 0x1ac0) = 0xffffffff;
}
else {
puVar3 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
uVar2 = *puVar3;
*(undefined4 *)(param_1 + 0x1ac4) = uVar1;
*(undefined4 *)(param_1 + 0x1ac0) = uVar2;
}
if (param_3 != 3) {
return;
}
CannisterActivate((CBaseEntity *)param_1,param_2);
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.