CBreakableProp::GetEnableMotionPosition
0x007f9550 · 173 bytes · __thiscall
_ZN14CBreakableProp23GetEnableMotionPositionEP6VectorP6QAngle
Decompiled
undefined (3 params)
/* CBreakableProp::GetEnableMotionPosition(Vector*, QAngle*) */
undefined4 __thiscall
CBreakableProp::GetEnableMotionPosition(CBreakableProp *this,Vector *param_1,QAngle *param_2)
{
CBaseEntity *this_00;
this_00 = (CBaseEntity *)FindEnableMotionFixup(this);
if (this_00 != (CBaseEntity *)0x0) {
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
*(undefined4 *)param_1 = *(undefined4 *)(this_00 + 0x2e0);
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(this_00 + 0x2e4);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(this_00 + 0x2e8);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
*(undefined4 *)param_2 = *(undefined4 *)(this_00 + 0x37c);
*(undefined4 *)(param_2 + 4) = *(undefined4 *)(this_00 + 0x380);
*(undefined4 *)(param_2 + 8) = *(undefined4 *)(this_00 + 900);
return 1;
}
return 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.