CRopeKeyframe::Break
0x00809570 · 353 bytes · __thiscall
_ZN13CRopeKeyframe5BreakEv
Decompiled
undefined (1 param)
/* CRopeKeyframe::Break() */
undefined4 __thiscall CRopeKeyframe::Break(CRopeKeyframe *this)
{
CBaseEdict *pCVar1;
int iVar2;
CBaseEntity *pCVar3;
char *pcVar4;
char *pcVar5;
uint uVar6;
CBaseEntity *pCVar7;
uVar6 = *(uint *)(this + 0x474) & 0xfffffffe;
if (*(uint *)(this + 0x474) != uVar6) {
if (this[0x6c] == (CRopeKeyframe)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CRopeKeyframe)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x474) = uVar6;
}
pCVar7 = (CBaseEntity *)0x0;
do {
pCVar7 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar7);
if (pCVar7 == (CBaseEntity *)0x0) {
return 1;
}
pCVar3 = (CBaseEntity *)__dynamic_cast(pCVar7,&CBaseEntity::typeinfo,&typeinfo,0);
} while (pCVar3 == (CBaseEntity *)0x0);
do {
pcVar5 = "";
if (*(char **)(this + 0x154) != (char *)0x0) {
pcVar5 = *(char **)(this + 0x154);
}
pcVar4 = *(char **)(pCVar3 + 0x448);
if (pcVar4 == (char *)0x0) {
pcVar4 = "";
}
iVar2 = _V_stricmp(pcVar4,pcVar5);
pCVar7 = pCVar3;
if ((iVar2 == 0) &&
(uVar6 = *(uint *)(pCVar3 + 0x474) & 0xfffffffd, *(uint *)(pCVar3 + 0x474) != uVar6)) {
if (pCVar3[0x6c] == (CBaseEntity)0x0) {
pCVar1 = *(CBaseEdict **)(pCVar3 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
pCVar3[0x70] = (CBaseEntity)((byte)pCVar3[0x70] | 1);
}
*(uint *)(pCVar3 + 0x474) = uVar6;
}
do {
pCVar7 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar7);
if (pCVar7 == (CBaseEntity *)0x0) {
return 1;
}
pCVar3 = (CBaseEntity *)__dynamic_cast(pCVar7,&CBaseEntity::typeinfo,&typeinfo,0);
} while (pCVar3 == (CBaseEntity *)0x0);
} while( true );
}
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.