CDirectorItemManager::ShouldTransitionPhysicsProp
0x008a4280 · 106 bytes · __thiscall
_ZN20CDirectorItemManager27ShouldTransitionPhysicsPropEP12CPhysicsProp
Decompiled
undefined (2 params)
/* CDirectorItemManager::ShouldTransitionPhysicsProp(CPhysicsProp*) */
undefined4 __thiscall
CDirectorItemManager::ShouldTransitionPhysicsProp(CDirectorItemManager *this,CPhysicsProp *param_1)
{
code *pcVar1;
char *pcVar2;
int iVar3;
char *pcVar4;
int *piVar5;
int aiStack_34 [5];
char *local_20 [4];
if (param_1 != (CPhysicsProp *)0x0) {
pcVar4 = "models/props_junk/gascan001a.mdl";
piVar5 = aiStack_34 + 2;
do {
iVar3 = *(int *)param_1;
piVar5[1] = (int)param_1;
*piVar5 = (int)(aiStack_34 + 5);
pcVar1 = *(code **)(iVar3 + 0x20);
piVar5[-1] = 0x8a42a4;
(*pcVar1)();
pcVar2 = local_20[0];
if (local_20[0] == (char *)0x0) {
pcVar2 = "";
}
if (pcVar4 == pcVar2) {
return 1;
}
*piVar5 = (int)pcVar4;
piVar5[-1] = (int)pcVar2;
piVar5[-2] = 0x8a42c4;
iVar3 = _V_stricmp((char *)piVar5[-1],(char *)*piVar5);
if (iVar3 == 0) {
return 1;
}
pcVar4 = pcVar4 + 0x80;
piVar5 = piVar5 + -1;
} while (pcVar4 != "weapon_pain_pills_spawn");
}
return 0;
}
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.