Script_PickupObject
0x00b44b20 · 189 bytes · __cdecl
_ZL19Script_PickupObjectP9HSCRIPT__S0_
Decompiled
undefined (2 params)
/* Script_PickupObject(HSCRIPT__*, HSCRIPT__*) */
void Script_PickupObject(HSCRIPT__ *param_1,HSCRIPT__ *param_2)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
undefined4 uVar3;
int iVar4;
int *piVar5;
if (param_2 == (HSCRIPT__ *)0x0) {
uVar3 = 0;
}
else {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
uVar3 = (*pcVar1)(g_pScriptVM,param_2,pSVar2);
}
if (param_1 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
iVar4 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
if (iVar4 != 0) {
piVar5 = (int *)__dynamic_cast(iVar4,&CBaseEntity::typeinfo,&CTerrorPlayer::typeinfo,0);
if (piVar5 != (int *)0x0) {
(**(code **)(*piVar5 + 0x6ec))(piVar5,uVar3,0);
}
}
}
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.