CWeaponCSBase::SecondaryAttack
0x00440440 · 351 bytes · __thiscall
_ZN13CWeaponCSBase15SecondaryAttackEv
Decompiled
undefined (1 param)
/* CWeaponCSBase::SecondaryAttack() */
void __thiscall CWeaponCSBase::SecondaryAttack(CWeaponCSBase *this)
{
CBaseEdict *pCVar1;
char cVar2;
int *piVar3;
int iVar4;
float fVar5;
piVar3 = (int *)GetPlayerOwner(this);
if (piVar3 != (int *)0x0) {
cVar2 = CCSPlayer::HasShield();
if (cVar2 != '\0') {
CCSPlayer::IsShieldDrawn();
CCSPlayer::SetShieldDrawnState(SUB41(piVar3,0));
cVar2 = CCSPlayer::IsShieldDrawn();
if (cVar2 == '\0') {
(**(code **)(*(int *)this + 0x3f0))(this,0x1c1);
}
else {
(**(code **)(*(int *)this + 0x3f0))(this,0x1c0);
}
(**(code **)(*piVar3 + 0x81c))(piVar3);
iVar4 = gpGlobals;
fVar5 = *(float *)(gpGlobals + 0xc) + 0.4;
if (fVar5 != *(float *)(this + 0x1400)) {
if (this[0x6c] == (CWeaponCSBase)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
iVar4 = gpGlobals;
}
}
else {
this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
}
*(float *)(this + 0x1400) = fVar5;
fVar5 = *(float *)(iVar4 + 0xc) + 0.4;
}
if (fVar5 != *(float *)(this + 0x13fc)) {
if (this[0x6c] == (CWeaponCSBase)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
}
*(float *)(this + 0x13fc) = fVar5;
return;
}
}
}
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.