CWeaponCSBase::Drop
0x00440a00 · 658 bytes · __thiscall
_ZN13CWeaponCSBase4DropERK6Vector
Decompiled
undefined (2 params)
/* CWeaponCSBase::Drop(Vector const&) */
void __thiscall CWeaponCSBase::Drop(CWeaponCSBase *this,Vector *param_1)
{
int *piVar1;
CBaseEdict *this_00;
int iVar2;
CBaseEdict *pCVar3;
undefined4 uVar4;
uint uVar5;
undefined4 uVar6;
undefined4 uVar7;
undefined4 uVar8;
undefined1 local_24 [12];
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
this[0x1458] = (CWeaponCSBase)0x1;
if (*(float *)(this + 0x468) != 0.0) {
if (this[0x6c] == (CWeaponCSBase)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x468) = 0;
}
CBaseEntity::StopFollowingEntity((CBaseEntity *)this);
CBaseEntity::SetMoveType((CBaseEntity *)this,6,0);
*(undefined4 *)(this + 0x2c0) = 0x3f800000;
if (*(int *)(this + 0x1414) == 0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
}
else {
if (this[0x6c] == (CWeaponCSBase)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
pCVar3 = (CBaseEdict *)0x0;
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
pCVar3 = *(CBaseEdict **)(this + 0x30);
}
}
else {
this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
pCVar3 = *(CBaseEdict **)(this + 0x30);
}
*(undefined4 *)(this + 0x1414) = 0;
}
uVar5 = *(uint *)(this + 0xd4) & 0xffffffdf;
if (*(uint *)(this + 0xd4) != uVar5) {
if (this[0x6c] == (CWeaponCSBase)0x0) {
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar2 + 2) = 0;
pCVar3 = *(CBaseEdict **)(this + 0x30);
}
}
else {
this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
}
*(uint *)(this + 0xd4) = uVar5;
}
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x80;
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
(**(code **)(*(int *)this + 0x5a4))(this);
CBaseEntity::SetGroundEntity((CBaseEntity *)this,(CBaseEntity *)0x0);
if (this[0x1459] != (CWeaponCSBase)0x0) {
if (this[0x6c] == (CWeaponCSBase)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
}
this[0x1459] = (CWeaponCSBase)0x0;
}
uVar8 = 0;
uVar7 = 0;
uVar6 = 0;
CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)0x0);
*(float *)(this + 0x1500) = *(float *)(gpGlobals + 0xc) + 0.8;
uVar4 = GetPlayerOwner(this);
*(undefined4 *)(this + 0xd8) = 0x3d1;
*(undefined4 *)(this + 0x1504) = uVar4;
piVar1 = *(int **)(this + 0x238);
*(undefined4 *)(this + 0xdc) = 0;
if (piVar1 == (int *)0x0) {
CBaseEntity::SetAbsVelocity((CBaseEntity *)this,param_1);
}
else {
local_18 = 0x43480000;
local_14 = 0x43480000;
local_10 = 0x43480000;
(**(code **)(*piVar1 + 0xd8))(piVar1,param_1,&local_18,uVar6,uVar7,uVar8);
}
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
(**(code **)(*(int *)this + 0x50))(this,0);
CBaseCombatWeapon::SetOwner((CBaseCombatWeapon *)this,(CBaseCombatCharacter *)0x0);
return;
}
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raw memory ops, or anything else.
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calling convention, and argument types straight from the gamedata. Less
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.