CRopeKeyframe::EndpointsChanged
0x00807e20 · 282 bytes · __thiscall
_ZN13CRopeKeyframe16EndpointsChangedEv
Decompiled
undefined (1 param)
/* CRopeKeyframe::EndpointsChanged() */
void __thiscall CRopeKeyframe::EndpointsChanged(CRopeKeyframe *this)
{
uint uVar1;
CBaseEntity *pCVar2;
undefined *puVar3;
uVar1 = *(uint *)(this + 0x484);
if (((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(pCVar2 = *(CBaseEntity **)(puVar3 + 4), pCVar2 != (CBaseEntity *)0x0)) &&
((this != (CRopeKeyframe *)pCVar2 ||
(((uVar1 = *(uint *)(this + 0x188), uVar1 != 0xffffffff &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar3 + 8) == uVar1 >> 0xc && (*(int *)(puVar3 + 4) != 0)))))))) {
WatchPositionChanges((CBaseEntity *)this,pCVar2);
}
uVar1 = *(uint *)(this + 0x488);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar3 + 8) == uVar1 >> 0xc &&
(pCVar2 = *(CBaseEntity **)(puVar3 + 4), pCVar2 != (CBaseEntity *)0x0)))) &&
((this != (CRopeKeyframe *)pCVar2 ||
((((uVar1 = *(uint *)(this + 0x188), uVar1 != 0xffffffff &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)))))) {
WatchPositionChanges((CBaseEntity *)this,pCVar2);
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.