CBreakableProp::InputBreak
0x007ee5b0 · 76 bytes · __thiscall
_ZN14CBreakableProp10InputBreakER11inputdata_t
Decompiled
undefined (2 params)
/* CBreakableProp::InputBreak(inputdata_t&) */
void __thiscall CBreakableProp::InputBreak(CBreakableProp *this,inputdata_t *param_1)
{
undefined4 *puVar1;
CTakeDamageInfo local_6c [52];
undefined4 local_38;
CTakeDamageInfo::CTakeDamageInfo(local_6c);
if (this == (CBreakableProp *)0x0) {
local_38 = 0xffffffff;
}
else {
puVar1 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
local_38 = *puVar1;
}
Break(this,*(CBaseEntity **)param_1,local_6c);
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.