CBreakableProp::HasPhysicsAttacker
0x007e3340 · 93 bytes · __thiscall
_ZN14CBreakableProp18HasPhysicsAttackerEf
Decompiled
undefined (2 params)
/* CBreakableProp::HasPhysicsAttacker(float) */
undefined4 __thiscall CBreakableProp::HasPhysicsAttacker(CBreakableProp *this,float param_1)
{
uint uVar1;
undefined *puVar2;
float fVar3;
fVar3 = *(float *)(gpGlobals + 0xc) - param_1;
if (*(float *)(this + 0x14a8) <= fVar3 && fVar3 != *(float *)(this + 0x14a8)) {
return 0;
}
uVar1 = *(uint *)(this + 0x14a4);
if (((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
return *(undefined4 *)(puVar2 + 4);
}
return 0;
}
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.