CPhysBox::ObjectCaps
0x0079c050 · 123 bytes · __thiscall
_ZN8CPhysBox10ObjectCapsEv
Decompiled
undefined (1 param)
/* CPhysBox::ObjectCaps() */
uint __thiscall CPhysBox::ObjectCaps(CPhysBox *this)
{
char cVar1;
uint uVar2;
uint uVar3;
uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
if ((*(uint *)(this + 0x148) & 0x80000) != 0) {
return uVar2 | 0x40000010;
}
if ((*(uint *)(this + 0x148) & 0x40000) != 0) {
return uVar2 | 0x40000000;
}
cVar1 = CBasePlayer::CanPickupObject((CBaseEntity *)this,35.0,128.0);
uVar3 = uVar2 | 0x40000000;
if (cVar1 != '\0') {
uVar3 = uVar2 | 0x40000010;
}
return uVar3;
}
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.