CPhysicsProp::ObjectCaps
0x007e40f0 · 99 bytes · __thiscall
_ZN12CPhysicsProp10ObjectCapsEv
Decompiled
undefined (1 param)
/* CPhysicsProp::ObjectCaps() */
uint __thiscall CPhysicsProp::ObjectCaps(CPhysicsProp *this)
{
char cVar1;
uint uVar2;
uint uVar3;
uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
cVar1 = CBasePlayer::CanPickupObject((CBaseEntity *)this,35.0,128.0);
uVar3 = uVar2 | 0x40000000;
if ((cVar1 != '\0') && (*(int *)(this + 0x234) != 1)) {
uVar3 = uVar2 | 0x40000210;
}
if (((byte)this[0x149] & 0x80) != 0) {
uVar3 = uVar3 | 0x2000;
}
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.