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 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.