L L4D2node

CBaseCombatWeapon::Equip

0x00407fe0 · 807 bytes · __thiscall

_ZN17CBaseCombatWeapon5EquipEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* CBaseCombatWeapon::Equip(CBaseCombatCharacter*) */

void __thiscall CBaseCombatWeapon::Equip(CBaseCombatWeapon *this,CBaseCombatCharacter *param_1)

{
  CBaseEdict *pCVar1;
  char cVar2;
  int iVar3;
  code *UNRECOVERED_JUMPTABLE;
  uint uVar4;
  float fVar5;
  CBaseCombatWeapon *pCVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  undefined4 uVar9;
  undefined4 uVar10;
  undefined1 local_24 [20];
  
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffff7);
  CBaseEntity::FollowEntity((CBaseEntity *)this,(CBaseEntity *)param_1,true);
  SetOwner(this,param_1);
  (**(code **)(*(int *)this + 0x50))(this,param_1);
  uVar4 = *(uint *)(this + 0xd4) & 0xfffffeff;
  if (*(uint *)(this + 0xd4) != uVar4) {
    if (this[0x6c] == (CBaseCombatWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0xd4) = uVar4;
  }
  iVar3 = *(int *)(this + 0x1478);
  if (iVar3 != 0) {
    uVar4 = *(uint *)(this + 0x148) & 0xfffffffe;
    if (*(uint *)(this + 0x148) != uVar4) {
      if (this[0x6c] == (CBaseCombatWeapon)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar3 + 2) = 0;
          iVar3 = *(int *)(this + 0x1478);
        }
      }
      else {
        this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
      }
      *(uint *)(this + 0x148) = uVar4;
    }
    (**(code **)(*physenv + 0x5c))(physenv,iVar3);
    *(undefined4 *)(this + 0x1478) = 0;
  }
  iVar3 = gpGlobals;
  fVar5 = *(float *)(gpGlobals + 0xc);
  if (fVar5 != *(float *)(this + 0x13fc)) {
    if (this[0x6c] == (CBaseCombatWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
        iVar3 = gpGlobals;
      }
    }
    else {
      this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x13fc) = fVar5;
    fVar5 = *(float *)(iVar3 + 0xc);
  }
  if (fVar5 != *(float *)(this + 0x1400)) {
    if (this[0x6c] == (CBaseCombatWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x1400) = fVar5;
  }
  *(undefined4 *)(this + 0xd8) = 0;
  *(undefined4 *)(this + 0xdc) = 0;
  uVar10 = 0;
  uVar9 = 0;
  uVar7 = 0;
  uVar8 = 0;
  pCVar6 = this;
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)0x0);
  (**(code **)(*(int *)this + 0x298))(this,pCVar6,uVar7,uVar8,uVar9,uVar10);
  cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  iVar3 = gpGlobals;
  if (cVar2 == '\0') {
    fVar5 = *(float *)(gpGlobals + 0xc);
    if (fVar5 != *(float *)(this + 0x13fc)) {
      if (this[0x6c] == (CBaseCombatWeapon)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar3 + 2) = 0;
          iVar3 = gpGlobals;
        }
      }
      else {
        this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x13fc) = fVar5;
      fVar5 = *(float *)(iVar3 + 0xc);
    }
    if (fVar5 != *(float *)(this + 0x1400)) {
      if (this[0x6c] == (CBaseCombatWeapon)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x1400) = fVar5;
    }
    UNRECOVERED_JUMPTABLE = *(code **)(*(int *)this + 0x70);
    (**(code **)(*(int *)this + 0x508))(this);
  }
  else {
    UNRECOVERED_JUMPTABLE = *(code **)(*(int *)this + 0x70);
    (**(code **)(*(int *)this + 0x504))(this,0);
  }
                    /* WARNING: Could not recover jumptable at 0x004081b3. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*UNRECOVERED_JUMPTABLE)();
  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.



        

        

          

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