CPhysicsProp::OnPhysGunPickup
0x007f9870 · 297 bytes · __thiscall
_ZN12CPhysicsProp15OnPhysGunPickupEP11CBasePlayer15PhysGunPickup_t
Decompiled
undefined (3 params)
/* CPhysicsProp::OnPhysGunPickup(CBasePlayer*, PhysGunPickup_t) */
void __thiscall
CPhysicsProp::OnPhysGunPickup(CPhysicsProp *param_1_00,CBaseEntity *param_1,uint param_3)
{
int *piVar1;
char cVar2;
CBreakableProp::OnPhysGunPickup((CBreakableProp *)param_1_00,param_1,param_3);
piVar1 = *(int **)(param_1_00 + 0x238);
if ((piVar1 != (int *)0x0) && (cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1), cVar2 == '\0')) {
if (((byte)param_1_00[0x148] & 0x40) == 0) {
return;
}
EnableMotion(param_1_00);
cVar2 = (**(code **)(*(int *)param_1_00 + 0x440))(param_1_00,0);
if (cVar2 != '\0') {
CBaseEntity::SetCollisionGroup((CBaseEntity *)param_1_00,3);
}
}
COutputEvent::FireOutput
((COutputEvent *)(param_1_00 + 0x1580),param_1,(CBaseEntity *)param_1_00,0.0);
if (param_3 == 0) {
COutputEvent::FireOutput
((COutputEvent *)(param_1_00 + 0x15b0),param_1,(CBaseEntity *)param_1_00,0.0);
}
else {
if (param_3 == 1) {
COutputEvent::FireOutput
((COutputEvent *)(param_1_00 + 0x1598),param_1,(CBaseEntity *)param_1_00,0.0);
goto LAB_007f9904;
}
if ((param_3 & 0xfffffffd) != 0) goto LAB_007f9904;
}
COutputEvent::FireOutput
((COutputEvent *)(param_1_00 + 0x15f8),param_1,(CBaseEntity *)param_1_00,0.0);
LAB_007f9904:
if (((byte)param_1_00[0x149] & 8) == 0) {
return;
}
CBreakableProp::CheckRemoveRagdolls((CBreakableProp *)param_1_00);
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.