CBreakableProp::PhysGunLaunchAngularImpulse
0x007e5c40 · 191 bytes · __cdecl
_ZN14CBreakableProp27PhysGunLaunchAngularImpulseEv
Decompiled
undefined (0 params)
/* CBreakableProp::PhysGunLaunchAngularImpulse() */
float * CBreakableProp::PhysGunLaunchAngularImpulse(void)
{
char cVar1;
int iVar2;
float *in_stack_00000004;
int *in_stack_00000008;
cVar1 = (**(code **)(*in_stack_00000008 + 0x440))();
if (cVar1 == '\0') {
cVar1 = (**(code **)(*in_stack_00000008 + 0x440))();
if (cVar1 == '\0') {
iVar2 = rand();
*in_stack_00000004 = (float)iVar2 * 0.03662221 - 600.0;
iVar2 = rand();
in_stack_00000004[1] = (float)iVar2 * 0.03662221 - 600.0;
iVar2 = rand();
in_stack_00000004[2] = (float)iVar2 * 0.03662221 - 600.0;
return in_stack_00000004;
}
}
*in_stack_00000004 = 0.0;
in_stack_00000004[1] = 0.0;
in_stack_00000004[2] = 0.0;
return in_stack_00000004;
}
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.