CPhysicsProp::OnPhysGunDrop
0x007fa250 · 488 bytes · __thiscall
_ZN12CPhysicsProp13OnPhysGunDropEP11CBasePlayer13PhysGunDrop_t
Decompiled
undefined (3 params)
/* CPhysicsProp::OnPhysGunDrop(CBasePlayer*, PhysGunDrop_t) */
void __thiscall CPhysicsProp::OnPhysGunDrop(CPhysicsProp *this,CBaseEntity *param_1,int param_3)
{
int iVar1;
char cVar2;
ushort uVar3;
int *piVar4;
int iVar5;
undefined4 local_34;
int local_30 [8];
CBreakableProp::OnPhysGunDrop((CBreakableProp *)this,param_1,param_3);
if (param_3 == 3) {
cVar2 = (**(code **)(*(int *)this + 0x440))(this,5);
if (cVar2 != '\0') {
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0x459c4000;
(**(code **)(**(int **)(this + 0x238) + 0xd8))(*(int **)(this + 0x238),0,local_30);
local_34 = 0;
(**(code **)(**(int **)(this + 0x238) + 0x94))(*(int **)(this + 0x238),0,&local_34);
}
piVar4 = *(int **)(this + 0x238);
uVar3 = (**(code **)(*piVar4 + 0x50))(piVar4);
(**(code **)(*piVar4 + 0x4c))(piVar4,uVar3 | 0x100);
this[0x165d] = (CPhysicsProp)0x1;
}
else if (param_3 == 1) {
this[0x165c] = (CPhysicsProp)0x1;
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,0x11);
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x15c8),param_1,(CBaseEntity *)this,0.0);
cVar2 = (**(code **)(*(int *)this + 0x440))(this,0xf);
if (cVar2 != '\0') {
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
/* try { // try from 007fa2f5 to 007fa345 has its CatchHandler @ 007fa44d */
GetAllChildren((CBaseEntity *)this,(CUtlVector *)local_30);
iVar5 = 0;
if (0 < local_30[3]) {
do {
iVar1 = *(int *)(local_30[0] + iVar5 * 4);
if ((iVar1 != 0) &&
(piVar4 = (int *)__dynamic_cast(iVar1,&CBaseEntity::typeinfo,
&IParentPropInteraction::typeinfo,0xfffffffe),
piVar4 != (int *)0x0)) {
(**(code **)(*piVar4 + 4))(piVar4,param_1,param_3);
}
iVar5 = iVar5 + 1;
} while (iVar5 < local_30[3]);
}
local_30[3] = 0;
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)local_30);
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.