CBreakableProp::StickAtPosition
0x007f96b0 · 236 bytes · __thiscall
_ZN14CBreakableProp15StickAtPositionERK6VectorS2_RK6QAngle
Decompiled
undefined (4 params)
/* CBreakableProp::StickAtPosition(Vector const&, Vector const&, QAngle const&) */
void __thiscall
CBreakableProp::StickAtPosition
(CBreakableProp *this,Vector *param_1,Vector *param_2,QAngle *param_3)
{
CBaseEdict *this_00;
char cVar1;
int iVar2;
uint uVar3;
cVar1 = (**(code **)(**(int **)(this + 0x238) + 0x28))(*(int **)(this + 0x238));
if (cVar1 == '\0') {
return;
}
CBaseEntity::EmitSound((CBaseEntity *)this,"Metal.SawbladeStick",0.0,(float *)0x0);
(**(code **)(*(int *)this + 0x1dc))(this,param_1,0,0);
SetEnableMotionPosition(this,param_2,param_3);
(**(code **)(**(int **)(this + 0x238) + 0x40))(*(int **)(this + 0x238),0);
uVar3 = *(uint *)(this + 0x148) | 0x40;
if (*(uint *)(this + 0x148) != uVar3) {
if (this[0x6c] == (CBreakableProp)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBreakableProp)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar3;
}
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,1);
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.