CPhysicsProp::GetCarryDistanceOffset
0x007f1390 · 274 bytes · __thiscall
_ZN12CPhysicsProp22GetCarryDistanceOffsetEv
Decompiled
undefined (1 param)
/* CPhysicsProp::GetCarryDistanceOffset() */
longdouble __thiscall CPhysicsProp::GetCarryDistanceOffset(CPhysicsProp *this)
{
code *pcVar1;
char cVar2;
KeyValues *pKVar3;
undefined4 uVar4;
char *pcVar5;
char *pcVar6;
longdouble lVar7;
uint in_stack_ffffffc8;
pKVar3 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffc8);
/* try { // try from 007f13c2 to 007f13c6 has its CatchHandler @ 007f14ab */
KeyValues::KeyValues(pKVar3,"",(IKeyValuesSystem *)0x0,false);
pcVar1 = *(code **)(*modelinfo + 0x54);
uVar4 = CBaseEntity::GetModel((CBaseEntity *)this);
pcVar5 = (char *)(*pcVar1)(modelinfo,uVar4);
pcVar1 = *(code **)(*modelinfo + 0x10);
uVar4 = CBaseEntity::GetModel((CBaseEntity *)this);
pcVar6 = (char *)(*pcVar1)(modelinfo,uVar4);
cVar2 = KeyValues::LoadFromBuffer(pKVar3,pcVar6,pcVar5,(IBaseFileSystem *)0x0,(char *)0x0);
if (cVar2 != '\0') {
pKVar3 = (KeyValues *)KeyValues::FindKey(pKVar3,"physgun_interactions",false);
if (pKVar3 != (KeyValues *)0x0) {
lVar7 = (longdouble)KeyValues::GetFloat(pKVar3,"carry_distance_offset",0.0);
KeyValues::deleteThis();
return (longdouble)(float)lVar7;
}
}
KeyValues::deleteThis();
return (longdouble)0.0;
}
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.