CPhysicsProp::OnBreak
0x007e5d60 · 76 bytes · __cdecl
_ZN12CPhysicsProp7OnBreakERK6VectorS2_P11CBaseEntity
Decompiled
undefined (3 params)
/* CPhysicsProp::OnBreak(Vector const&, Vector const&, CBaseEntity*) */
void CPhysicsProp::OnBreak(Vector *param_1,Vector *param_2,CBaseEntity *param_3)
{
char cVar1;
if ((*(int *)(DebugZombieBreakables._28_4_ + 0x30) == 0) && (0 < *(int *)(param_1 + 0x1658))) {
cVar1 = (**(code **)(*(int *)param_1 + 0x3a4))(param_1);
if (cVar1 == '\0') {
/* WARNING: Could not recover jumptable at 0x007e5da4. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*TheNavMesh + 0x58))();
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.