CDynamicProp::ShouldSetCreateTime
0x007efde0 · 189 bytes · __thiscall
_ZN12CDynamicProp19ShouldSetCreateTimeER11inputdata_t
Decompiled
undefined (2 params)
/* CDynamicProp::ShouldSetCreateTime(inputdata_t&) */
bool __thiscall CDynamicProp::ShouldSetCreateTime(CDynamicProp *this,inputdata_t *param_1)
{
char *pcVar1;
int iVar2;
int *piVar3;
char *pcVar4;
pcVar1 = *(char **)(gpGlobals + 0x3c);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
iVar2 = _V_stricmp(pcVar1,"l4d_airport05_runway");
if ((iVar2 == 0) && (*(int *)(param_1 + 4) != 0)) {
pcVar1 = *(char **)(*(int *)(param_1 + 4) + 0x7c);
pcVar4 = "";
if (pcVar1 != (char *)0x0) {
pcVar4 = pcVar1;
}
iVar2 = _V_stricmp(pcVar4,"logic_relay");
if (iVar2 == 0) {
piVar3 = *(int **)(this + 0x13e0);
if (piVar3 == (int *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar2 == 0) {
piVar3 = *(int **)(this + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
piVar3 = *(int **)(this + 0x13e0);
}
if (piVar3 == (int *)0x0) {
return false;
}
}
if (*piVar3 != 0) {
iVar2 = _V_strstr((char *)(*piVar3 + 0xc),"airliner");
return iVar2 != 0;
}
}
}
return false;
}
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.