L L4D2node

CBaseCombatWeapon::PrimaryAttack

0x00406f60 · 1060 bytes · __thiscall

_ZN17CBaseCombatWeapon13PrimaryAttackEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::PrimaryAttack() */

void __thiscall CBaseCombatWeapon::PrimaryAttack(CBaseCombatWeapon *this)

{
  code *pcVar1;
  CBaseEdict *pCVar2;
  char cVar3;
  CBaseCombatCharacter *this_00;
  undefined4 uVar4;
  int iVar5;
  int iVar6;
  longdouble lVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  undefined4 local_78;
  undefined4 local_74;
  undefined4 local_70;
  int local_6c;
  undefined4 local_68;
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined1 local_20;
  
  cVar3 = (**(code **)(*(int *)this + 0x548))(this);
  if ((cVar3 != '\0') && (*(int *)(this + 0x1420) == 0)) {
    (**(code **)(*(int *)this + 0x468))(this);
    return;
  }
  this_00 = (CBaseCombatCharacter *)GetOwner(this);
  if ((this_00 != (CBaseCombatCharacter *)0x0) &&
     (cVar3 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar3 != '\0')) {
    (**(code **)(*(int *)this_00 + 0x518))(this_00);
    pcVar1 = *(code **)(*(int *)this + 0x3f0);
    uVar4 = (**(code **)(*(int *)this + 0x47c))(this);
    (*pcVar1)(this,uVar4);
    (**(code **)(*(int *)this_00 + 0x620))(this_00,5);
    local_6c = 1;
    local_50 = 0;
    local_4c = 0;
    local_48 = 0;
    local_44 = 0x46000000;
    local_3c = 4;
    local_38 = 0;
    local_34 = 0;
    local_28 = 0;
    local_30 = 0;
    local_24 = 0;
    local_2c = 0x3f800000;
    local_20 = 1;
    (**(code **)(*(int *)this_00 + 0x478))(&local_78,this_00);
    local_68 = local_78;
    local_64 = local_74;
    local_60 = local_70;
    (**(code **)(*(int *)this_00 + 0x700))(&local_78,this_00,0x3f800000);
    local_6c = 0;
    local_5c = local_78;
    local_58 = local_74;
    local_54 = local_70;
    lVar7 = (longdouble)(**(code **)(*(int *)this + 0x4a0))(this);
    iVar5 = gpGlobals;
    fVar8 = *(float *)(this + 0x13fc);
    fVar9 = *(float *)(gpGlobals + 0xc);
    if ((*(float *)(this + 0x1444) < fVar9 - fVar8) &&
       (fVar10 = fVar9 - *(float *)(this + 0x1444), fVar8 != fVar10)) {
      if (this[0x6c] == (CBaseCombatWeapon)0x0) {
        pCVar2 = *(CBaseEdict **)(this + 0x30);
        if (pCVar2 != (CBaseEdict *)0x0) {
          *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
          iVar5 = CBaseEdict::GetChangeAccessor(pCVar2);
          *(undefined2 *)(iVar5 + 2) = 0;
          iVar5 = gpGlobals;
        }
      }
      else {
        this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x13fc) = fVar10;
      fVar9 = *(float *)(iVar5 + 0xc);
      fVar8 = fVar10;
    }
    while (fVar8 <= fVar9) {
      (**(code **)(*(int *)this + 0x4b8))(this,1,fVar8);
      fVar9 = (float)lVar7 + *(float *)(this + 0x13fc);
      if (*(float *)(this + 0x13fc) != fVar9) {
        if (this[0x6c] == (CBaseCombatWeapon)0x0) {
          pCVar2 = *(CBaseEdict **)(this + 0x30);
          if (pCVar2 != (CBaseEdict *)0x0) {
            *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
            iVar5 = CBaseEdict::GetChangeAccessor(pCVar2);
            *(undefined2 *)(iVar5 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
        }
        *(float *)(this + 0x13fc) = fVar9;
      }
      local_6c = local_6c + 1;
      if ((float)lVar7 == 0.0) break;
      fVar9 = *(float *)(gpGlobals + 0xc);
      fVar8 = *(float *)(this + 0x13fc);
    }
    cVar3 = (**(code **)(*(int *)this + 0x548))(this);
    iVar5 = local_6c;
    if (cVar3 == '\0') {
      iVar6 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x1418));
      if (iVar6 <= iVar5) {
        local_6c = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x1418));
      }
      (**(code **)(*(int *)this_00 + 0x450))(this_00,local_6c,*(undefined4 *)(this + 0x1418));
    }
    else {
      iVar5 = *(int *)(this + 0x1420);
      if (iVar5 <= local_6c) {
        local_6c = iVar5;
      }
      iVar6 = iVar5 - local_6c;
      if (iVar5 != iVar6) {
        if (this[0x6c] == (CBaseCombatWeapon)0x0) {
          pCVar2 = *(CBaseEdict **)(this + 0x30);
          if (pCVar2 != (CBaseEdict *)0x0) {
            *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
            iVar5 = CBaseEdict::GetChangeAccessor(pCVar2);
            *(undefined2 *)(iVar5 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
        }
        *(int *)(this + 0x1420) = iVar6;
      }
    }
    local_40 = *(undefined4 *)(this + 0x1418);
    local_44 = 0x475db3d7;
    local_3c = 2;
    (**(code **)(*(int *)this_00 + 0x510))(&local_78,this_00,this,0);
    local_50 = local_78;
    local_4c = local_74;
    local_48 = local_70;
    (**(code **)(*(int *)this_00 + 0x1ec))(this_00,&local_6c);
    if ((*(int *)(this + 0x1420) == 0) &&
       (iVar5 = CBaseCombatCharacter::GetAmmoCount(this_00,*(int *)(this + 0x1418)), iVar5 < 1)) {
      CBasePlayer::SetSuitUpdate((CBasePlayer *)this_00,"!HEV_AMO0",0,0);
    }
    (**(code **)(*(int *)this + 0x4dc))(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)