CBreakableProp::BreakThink
0x007ee840 · 123 bytes · __thiscall
_ZN14CBreakableProp10BreakThinkEv
Decompiled
undefined (1 param)
/* CBreakableProp::BreakThink() */
void __thiscall CBreakableProp::BreakThink(CBreakableProp *this)
{
uint uVar1;
undefined4 *puVar2;
CBaseEntity *pCVar3;
undefined *puVar4;
CTakeDamageInfo local_6c [52];
undefined4 local_38;
CTakeDamageInfo::CTakeDamageInfo(local_6c);
if (this == (CBreakableProp *)0x0) {
local_38 = 0xffffffff;
}
else {
puVar2 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
local_38 = *puVar2;
}
uVar1 = *(uint *)(this + 0x1464);
if (((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) {
pCVar3 = (CBaseEntity *)0x0;
}
else {
pCVar3 = *(CBaseEntity **)(puVar4 + 4);
}
Break(this,pCVar3,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.