L L4D2node

CWeaponCSBase::DefaultDeploy

0x004405c0 · 784 bytes · __thiscall

_ZN13CWeaponCSBase13DefaultDeployEPcS0_iS0_

Decompiled

undefined (5 params)

/* CWeaponCSBase::DefaultDeploy(char*, char*, int, char*) */

undefined4 __thiscall
CWeaponCSBase::DefaultDeploy
          (CWeaponCSBase *this,char *param_1,char *param_2,int param_3,char *param_4)

{
  code *pcVar1;
  CBaseEdict *pCVar2;
  char cVar3;
  CBasePlayer *this_00;
  undefined4 uVar4;
  undefined4 uVar5;
  int iVar6;
  int iVar7;
  CStudioHdr *pCVar8;
  CStudioHdr *pCVar9;
  longdouble lVar10;
  longdouble lVar11;
  float fVar12;
  float fVar13;
  
  this_00 = (CBasePlayer *)GetPlayerOwner(this);
  if ((this_00 == (CBasePlayer *)0x0) ||
     (uVar4 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), (char)uVar4 == '\0')) {
    return 0;
  }
  CBasePlayer::SetAnimationExtension(this_00,param_4);
  (**(code **)(*(int *)this + 0x3fc))(this);
  pcVar1 = *(code **)(*(int *)this + 0x3f0);
  uVar5 = (**(code **)(*(int *)this + 0x65c))(this);
  (*pcVar1)(this,uVar5);
  (**(code **)(*(int *)this_00 + 0x7fc))(this_00,0x41,0);
  CTerrorPlayer::InhibitCalm
            ((CTerrorPlayer *)this_00,*(float *)(SurvivorCalmDeployDelay._28_4_ + 0x2c));
  lVar10 = (longdouble)(**(code **)(*(int *)this + 0x5a0))(this);
  if (*(float *)(this + 0x468) != 1.0) {
    if (this[0x6c] == (CWeaponCSBase)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar6 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x468) = 0x3f800000;
  }
  pCVar8 = *(CStudioHdr **)(this + 0x13e0);
  iVar6 = *(int *)(this + 0x494);
  if (pCVar8 == (CStudioHdr *)0x0) {
    iVar7 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar7 == 0) {
      pCVar8 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
      pCVar8 = *(CStudioHdr **)(this + 0x13e0);
    }
    pCVar9 = (CStudioHdr *)0x0;
    if (pCVar8 == (CStudioHdr *)0x0) goto LAB_0044069f;
  }
  pCVar9 = (CStudioHdr *)0x0;
  if (*(int *)pCVar8 != 0) {
    pCVar9 = pCVar8;
  }
LAB_0044069f:
  lVar11 = (longdouble)CBaseAnimating::SequenceDuration((CBaseAnimating *)this,pCVar9,iVar6);
  fVar13 = *(float *)(gpGlobals + 0xc);
  if (fVar13 != *(float *)(this_00 + 0x17dc)) {
    if (this_00[0x6c] == (CBasePlayer)0x0) {
      pCVar2 = *(CBaseEdict **)(this_00 + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar6 + 2) = 0;
        lVar11 = (longdouble)(float)lVar11;
      }
    }
    else {
      this_00[0x70] = (CBasePlayer)((byte)this_00[0x70] | 1);
    }
    *(float *)(this_00 + 0x17dc) = fVar13;
  }
  cVar3 = (**(code **)(*(int *)this + 0x664))(this);
  iVar6 = gpGlobals;
  if (cVar3 != '\0') {
    fVar13 = *(float *)(gpGlobals + 0xc);
    fVar12 = (float)lVar11 * (float)lVar10 + fVar13;
    if (fVar12 != *(float *)(this + 0x13fc)) {
      if (this[0x6c] == (CWeaponCSBase)0x0) {
        pCVar2 = *(CBaseEdict **)(this + 0x30);
        if (pCVar2 != (CBaseEdict *)0x0) {
          *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
          iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
          *(undefined2 *)(iVar6 + 2) = 0;
          iVar6 = gpGlobals;
        }
      }
      else {
        this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x13fc) = fVar12;
      fVar13 = *(float *)(iVar6 + 0xc);
    }
    if (fVar13 != *(float *)(this + 0x1400)) {
      if (this[0x6c] == (CWeaponCSBase)0x0) {
        pCVar2 = *(CBaseEdict **)(this + 0x30);
        if (pCVar2 != (CBaseEdict *)0x0) {
          *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
          iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
          *(undefined2 *)(iVar6 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
      }
      *(float *)(this + 0x1400) = fVar13;
    }
  }
  (**(code **)(*(int *)this + 0x430))(this,1);
  CCSPlayer::SetShieldDrawnState(SUB41(this_00,0));
  cVar3 = CCSPlayer::HasShield();
  if (cVar3 == '\0') {
    (**(code **)(*(int *)this + 0x640))(this,param_2);
  }
  else {
    (**(code **)(*(int *)this + 0x640))(this,"models/weapons/w_shield.mdl");
  }
  CBaseCombatWeapon::QueueAttack((CBaseCombatWeapon *)this,0);
  return uVar4;
}

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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Return-type handling cheatsheet (DHookReturn)