CPhysBox::Use
0x0079c0e0 · 125 bytes · __cdecl
_ZN8CPhysBox3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CPhysBox::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CPhysBox::Use(CBaseEntity *param_1,int *param_2)
{
char cVar1;
uint uVar2;
if (param_2 != (int *)0x0) {
cVar1 = (**(code **)(*param_2 + 0x16c))(param_2);
if (cVar1 != '\0') {
uVar2 = *(uint *)(param_1 + 0x148);
if ((uVar2 & 0x80000) != 0) {
COutputEvent::FireOutput((COutputEvent *)(param_1 + 0x5cc),param_1,param_1,0.0);
uVar2 = *(uint *)(param_1 + 0x148);
}
if ((uVar2 & 0x40000) == 0) {
/* WARNING: Could not recover jumptable at 0x0079c154. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*param_2 + 0x6ec))();
return;
}
}
}
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.