CWeaponCSBase::CWeaponCSBase
0x00440010 · 379 bytes · __thiscall
_ZN13CWeaponCSBaseC1Ev
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CWeaponCSBase::CWeaponCSBase() */
void __thiscall CWeaponCSBase::CWeaponCSBase(CWeaponCSBase *this)
{
int iVar1;
int iVar2;
int iVar3;
CBaseCombatWeapon::CBaseCombatWeapon((CBaseCombatWeapon *)this);
*(undefined ***)this = &PTR__CWeaponCSBase_00c10768;
/* try { // try from 00440035 to 00440149 has its CatchHandler @ 0044019c */
CBaseEntity::SetPredictionEligible(SUB41(this,0));
this[0x14f0] = (CWeaponCSBase)0x1;
*(undefined4 *)(this + 0x1500) = 0;
*(undefined4 *)(this + 0x1504) = 0;
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 8));
*(undefined4 *)(this + 0x1508) = 0;
iVar2 = DAT_00f78ecc;
iVar1 = DAT_00f78ecc + 1;
if ((iVar1 <= DAT_00f78ec4) || (DAT_00f78ec8 < 0)) goto LAB_00440095;
if (DAT_00f78ec8 == 0) {
iVar3 = DAT_00f78ec4;
if (DAT_00f78ec4 == 0) {
if (iVar1 < 9) {
DAT_00f78ec4 = 8;
goto LAB_004400ff;
}
iVar3 = 8;
}
do {
DAT_00f78ec4 = iVar3 * 2;
if (iVar1 <= DAT_00f78ec4) break;
DAT_00f78ec4 = iVar3 * 4;
iVar3 = DAT_00f78ec4;
} while (DAT_00f78ec4 < iVar1);
}
else {
for (DAT_00f78ec4 = (DAT_00f78ecc / DAT_00f78ec8 + 1) * DAT_00f78ec8; DAT_00f78ec4 < iVar1;
DAT_00f78ec4 = (DAT_00f78ec4 + iVar1) / 2) {
}
}
LAB_004400ff:
if (TheWeapons == (void *)0x0) {
TheWeapons = malloc(DAT_00f78ec4 << 2);
}
else {
TheWeapons = realloc(TheWeapons,DAT_00f78ec4 << 2);
iVar1 = DAT_00f78ecc + 1;
}
LAB_00440095:
iVar3 = iVar2 * 4;
iVar2 = (iVar1 - iVar2) + -1;
DAT_00f78ecc = iVar1;
_DAT_00f78ed0 = TheWeapons;
if (0 < iVar2) {
_V_memmove((void *)((int)TheWeapons + iVar3 + 4),(void *)((int)TheWeapons + iVar3),iVar2 * 4);
}
if ((undefined4 *)(iVar3 + (int)TheWeapons) != (undefined4 *)0x0) {
*(undefined4 *)(iVar3 + (int)TheWeapons) = this;
}
this[0x150c] = (CWeaponCSBase)0x0;
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.