L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)