CSteamJet::Use
0x008330b0 · 177 bytes · __cdecl
_ZN9CSteamJet3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CSteamJet::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CSteamJet::Use(int param_1,int *param_2,undefined4 param_3,int param_4)
{
CBaseEdict *pCVar1;
char cVar2;
int iVar3;
cVar2 = (**(code **)(*param_2 + 0x16c))(param_2);
if (cVar2 == '\0') {
if (param_4 == 1) {
if (*(int *)(param_1 + 0x45c) != 1) {
if (*(char *)(param_1 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(param_1 + 0x70) = *(byte *)(param_1 + 0x70) | 1;
}
*(undefined4 *)(param_1 + 0x45c) = 1;
}
}
else if ((param_4 == 0) && (*(int *)(param_1 + 0x45c) != 0)) {
if (*(char *)(param_1 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(param_1 + 0x70) = *(byte *)(param_1 + 0x70) | 1;
}
*(undefined4 *)(param_1 + 0x45c) = 0;
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.