CRagdollProp::OnPhysGunPickup
0x00797210 · 330 bytes · __thiscall
_ZN12CRagdollProp15OnPhysGunPickupEP11CBasePlayer15PhysGunPickup_t
Decompiled
undefined (3 params)
/* CRagdollProp::OnPhysGunPickup(CBasePlayer*, PhysGunPickup_t) */
void __thiscall CRagdollProp::OnPhysGunPickup(CRagdollProp *this,int *param_1,int param_3)
{
char cVar1;
undefined4 *puVar2;
uint uVar3;
CRagdollProp *pCVar4;
float fVar5;
int iVar6;
if (param_1 == (int *)0x0) {
*(undefined4 *)(this + 0x1eb8) = 0xffffffff;
}
else {
puVar2 = (undefined4 *)(**(code **)(*param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x1eb8) = *puVar2;
}
*(undefined4 *)(this + 0x1ebc) = *(undefined4 *)(gpGlobals + 0xc);
if (this[0x1ecc] != (CRagdollProp)0x0) {
*(undefined4 *)(this + 0x1ec8) = 0;
}
this[0x1ecc] = (CRagdollProp)0x1;
cVar1 = HasPhysgunInteraction(this,"onpickup","boogie");
if (cVar1 != '\0') {
if (param_3 == 1) {
iVar6 = 0x10000;
fVar5 = 3.0;
}
else {
iVar6 = 0;
fVar5 = 2.0;
}
CRagdollBoogie::Create((CBaseEntity *)this,150.0,*(float *)(gpGlobals + 0xc),fVar5,iVar6);
}
uVar3 = *(uint *)(this + 0x148);
if ((uVar3 & 0x1000) != 0) {
CRagdollLRURetirement::MoveToTopOfLRU((CRagdollLRURetirement *)s_RagdollLRU,this,1);
uVar3 = *(uint *)(this + 0x148);
}
if (((uVar3 & 0x40) != 0) && (0 < *(int *)(this + 0x13f8))) {
iVar6 = 0;
pCVar4 = this + 0x1410;
do {
iVar6 = iVar6 + 1;
(**(code **)(**(int **)pCVar4 + 100))(*(int **)pCVar4);
(**(code **)(**(int **)pCVar4 + 0x40))(*(int **)pCVar4,1);
pCVar4 = pCVar4 + 0x54;
} while (iVar6 < *(int *)(this + 0x13f8));
}
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.