CRopeKeyframe::PropagateForce
0x00809420 · 188 bytes · __thiscall
_ZN13CRopeKeyframe14PropagateForceEP11CBaseEntityS1_S1_fff
Decompiled
undefined (7 params)
/* CRopeKeyframe::PropagateForce(CBaseEntity*, CBaseEntity*, CBaseEntity*, float, float, float) */
void __thiscall
CRopeKeyframe::PropagateForce
(CRopeKeyframe *this,CBaseEntity *param_1,CBaseEntity *param_2,CBaseEntity *param_3,
float param_4,float param_5,float param_6)
{
uint uVar1;
undefined *puVar2;
while( true ) {
EntityMessageBegin((CBaseEntity *)this,true);
MessageWriteFloat(param_4);
MessageWriteFloat(param_5);
MessageWriteFloat(param_6);
MessageEnd();
uVar1 = *(uint *)(this + 0x488);
if (((uVar1 == 0xffffffff) ||
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) {
return;
}
if (*(int *)(puVar2 + 4) == 0) {
return;
}
this = (CRopeKeyframe *)__dynamic_cast(*(int *)(puVar2 + 4),&CBaseEntity::typeinfo,&typeinfo,0);
if (this == (CRopeKeyframe *)param_3) break;
if (this == (CRopeKeyframe *)0x0) {
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.