Pickup_OnPhysGunPickup
0x007d5a40 · 222 bytes · __cdecl
_Z22Pickup_OnPhysGunPickupP11CBaseEntityP11CBasePlayer15PhysGunPickup_t
Decompiled
undefined (3 params)
/* Pickup_OnPhysGunPickup(CBaseEntity*, CBasePlayer*, PhysGunPickup_t) */
void Pickup_OnPhysGunPickup(int param_1,undefined4 param_2,undefined4 param_3)
{
char cVar1;
int *piVar2;
int iVar3;
if (param_1 != 0) {
piVar2 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&IPlayerPickupVPhysics::typeinfo,
0xfffffffe);
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 8))(piVar2,param_2,param_3);
}
}
cVar1 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules);
if (cVar1 == '\0') {
piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"physgun_pickup",0,0);
if (piVar2 != (int *)0x0) {
if (*(int *)(param_1 + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar2 + 0x30))(piVar2,"entindex",iVar3);
/* WARNING: Could not recover jumptable at 0x007d5b22. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*gameeventmanager + 0x20))();
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.