L L4D2node

CPhysicsProp::OnSpawnBreakProp

0x007f1a80 · 145 bytes · __thiscall

_ZN12CPhysicsProp16OnSpawnBreakPropEP14CBreakableProp

Decompiled

undefined (2 params)

/* CPhysicsProp::OnSpawnBreakProp(CBreakableProp*) */

void __thiscall CPhysicsProp::OnSpawnBreakProp(CPhysicsProp *this,CBreakableProp *param_1)

{
  float fVar1;
  char cVar2;
  int iVar3;
  
  cVar2 = WasHitByTank(this);
  if ((cVar2 != '\0') && (param_1 != (CBreakableProp *)0x0)) {
    iVar3 = __dynamic_cast(param_1,&CBreakableProp::typeinfo,&typeinfo,0);
    if ((iVar3 != 0) && (fVar1 = *(float *)(this + 0x1684), fVar1 != *(float *)(iVar3 + 0x1684))) {
      (**(code **)(*(int *)(iVar3 + 0x1680) + 4))(iVar3 + 0x1680,iVar3 + 0x1684);
      *(float *)(iVar3 + 0x1684) = fVar1;
      return;
    }
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)