CBreakableProp::Event_Killed
0x007ee500 · 153 bytes · __thiscall
_ZN14CBreakableProp12Event_KilledERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* CBreakableProp::Event_Killed(CTakeDamageInfo const&) */
void __thiscall CBreakableProp::Event_Killed(CBreakableProp *this,CTakeDamageInfo *param_1)
{
int *piVar1;
uint uVar2;
char cVar3;
CBaseEntity *pCVar4;
undefined *puVar5;
piVar1 = *(int **)(this + 0x238);
if (piVar1 != (int *)0x0) {
cVar3 = (**(code **)(*piVar1 + 0x2c))(piVar1);
if (cVar3 == '\0') {
(**(code **)(*piVar1 + 0x40))(piVar1,1);
(**(code **)(*(int *)this + 0x2a0))(this,param_1);
}
}
uVar2 = *(uint *)(param_1 + 0x30);
if (((uVar2 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar2 >> 0xc)) {
pCVar4 = (CBaseEntity *)0x0;
}
else {
pCVar4 = *(CBaseEntity **)(puVar5 + 4);
}
Break(this,pCVar4,param_1);
CBaseEntity::Event_Killed((CBaseEntity *)this,param_1);
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.