CDirectorItemManager::GetScavengeItemDebugName
0x008a4ce0 · 196 bytes · __thiscall
_ZNK20CDirectorItemManager24GetScavengeItemDebugNameEP11CBaseEntity
Decompiled
undefined (2 params)
/* CDirectorItemManager::GetScavengeItemDebugName(CBaseEntity*) const */
char * __thiscall
CDirectorItemManager::GetScavengeItemDebugName(CDirectorItemManager *this,CBaseEntity *param_1)
{
char cVar1;
char *pcVar2;
int iVar3;
char *local_10;
if (param_1 == (CBaseEntity *)0x0) {
return "UNKNOWN";
}
if ((*(char **)(param_1 + 0x7c) == "prop_physics") ||
(cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"prop_physics"), cVar1 != '\0')) {
(**(code **)(*(int *)param_1 + 0x20))(&local_10,param_1);
pcVar2 = "";
if (local_10 != (char *)0x0) {
pcVar2 = local_10;
}
iVar3 = _V_stricmp(pcVar2,"models/props_junk/gascan001a.mdl");
if (iVar3 == 0) {
return "GAS CAN";
}
iVar3 = _V_stricmp(pcVar2,"models/props_equipment/oxygentank01.mdl");
if (iVar3 == 0) {
return "OXYGEN TANK";
}
iVar3 = _V_stricmp(pcVar2,"models/props_junk/propanecanister001a.mdl");
if (iVar3 == 0) {
return "PROPANE CANISTER";
}
}
pcVar2 = *(char **)(param_1 + 0x7c);
if (pcVar2 == (char *)0x0) {
pcVar2 = "";
}
return pcVar2;
}
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.