CPhysBox::OnPhysGunPickup
0x0079ee60 · 229 bytes · __thiscall
_ZN8CPhysBox15OnPhysGunPickupEP11CBasePlayer15PhysGunPickup_t
Decompiled
undefined (3 params)
/* CPhysBox::OnPhysGunPickup(CBasePlayer*, PhysGunPickup_t) */
void __thiscall CPhysBox::OnPhysGunPickup(CPhysBox *this,CBaseEntity *param_1,int param_3)
{
int *piVar1;
char cVar2;
undefined4 *puVar3;
if (param_3 == 1) {
COutputEvent::FireOutput((COutputEvent *)(this + 0x584),param_1,(CBaseEntity *)this,0.0);
}
piVar1 = *(int **)(this + 0x238);
if ((piVar1 != (int *)0x0) && (cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1), cVar2 == '\0')) {
if (((byte)this[0x14a] & 2) == 0) {
return;
}
EnableMotion(this);
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x56c),param_1,(CBaseEntity *)this,0.0);
if (param_3 == 1) {
return;
}
if (param_3 == 0) {
COutputEvent::FireOutput((COutputEvent *)(this + 0x59c),param_1,(CBaseEntity *)this,0.0);
}
if (param_1 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x5e4) = 0xffffffff;
return;
}
puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x5e4) = *puVar3;
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.