CBaseCombatWeapon::CBaseCombatWeapon
0x0040b310 · 401 bytes · __thiscall
_ZN17CBaseCombatWeaponC1Ev
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::CBaseCombatWeapon() */
void __thiscall CBaseCombatWeapon::CBaseCombatWeapon(CBaseCombatWeapon *this)
{
CBaseEdict *pCVar1;
undefined2 uVar2;
int iVar3;
CBaseCombatWeapon *local_10;
CBaseAnimating::CBaseAnimating((CBaseAnimating *)this);
*(undefined ***)this = &PTR__CBaseCombatWeapon_00c08f68;
*(undefined4 *)(this + 0x13f4) = 0xffffffff;
*(undefined4 *)(this + 0x1470) = 0xffffffff;
*(undefined4 *)(this + 0x1490) = 0;
*(undefined4 *)(this + 0x149c) = 0xffffffff;
*(undefined4 *)(this + 0x14a0) = 0;
*(undefined4 *)(this + 0x14a8) = 0;
*(undefined4 *)(this + 0x14b4) = 0xffffffff;
*(undefined4 *)(this + 0x14b8) = 0;
*(undefined4 *)(this + 0x14c0) = 0;
*(undefined4 *)(this + 0x14cc) = 0xffffffff;
*(undefined4 *)(this + 0x14d0) = 0;
*(undefined4 *)(this + 0x14d8) = 0;
*(undefined4 *)(this + 0x14e4) = 0xffffffff;
*(undefined4 *)(this + 0x14e8) = 0;
*(undefined4 *)(this + 0x1434) = 0x42820000;
*(undefined4 *)(this + 0x1438) = 0x42820000;
*(undefined4 *)(this + 0x143c) = 0x44800000;
*(undefined4 *)(this + 0x1440) = 0x44800000;
this[0x145d] = (CBaseCombatWeapon)0x0;
if (this[0x1428] != (CBaseCombatWeapon)0x0) {
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);
}
this[0x1428] = (CBaseCombatWeapon)0x0;
}
if (*(int *)(this + 0x13f8) != 0) {
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
/* try { // try from 0040b415 to 0040b482 has its CatchHandler @ 0040b4ae */
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x13f8) = 0;
}
local_10 = this;
*(undefined4 *)(this + 0x1478) = 0;
CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
::InsertBefore((CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
*)(g_WeaponList + 0xc),0xffff,&local_10);
uVar2 = GetInvalidWeaponInfoHandle();
*(undefined2 *)(this + 0x1474) = uVar2;
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.