L L4D2node

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 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)