CFuelBarrelProp::OnBreak
0x009056a0 · 167 bytes · __thiscall
_ZN15CFuelBarrelProp7OnBreakERK6VectorS2_P11CBaseEntity
Decompiled
undefined (4 params)
/* CFuelBarrelProp::OnBreak(Vector const&, Vector const&, CBaseEntity*) */
void __thiscall
CFuelBarrelProp::OnBreak(CFuelBarrelProp *this,Vector *param_1,Vector *param_2,CBaseEntity *param_3)
{
uint uVar1;
int *piVar2;
undefined4 *puVar3;
undefined *puVar4;
CBaseEntity *pCVar5;
pCVar5 = param_3;
CPhysicsProp::OnBreak((Vector *)this,param_1,(CBaseEntity *)param_2);
uVar1 = *(uint *)(this + 0x16ac);
if ((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) {
if (param_3 != (CBaseEntity *)0x0) {
piVar2 = (int *)(**(code **)(*(int *)param_3 + 0x144))(param_3,param_1,param_2,pCVar5);
if (piVar2 != (int *)0x0) {
puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
*(undefined4 *)(this + 0x16ac) = *puVar3;
Detonate(this);
return;
}
}
*(undefined4 *)(this + 0x16ac) = 0xffffffff;
}
Detonate(this);
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.