CWeaponCSBase::OnPickedUp
0x00441c90 · 360 bytes · __thiscall
_ZN13CWeaponCSBase10OnPickedUpEP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* CWeaponCSBase::OnPickedUp(CBaseCombatCharacter*) */
void __thiscall CWeaponCSBase::OnPickedUp(CWeaponCSBase *this,CBaseCombatCharacter *param_1)
{
CBaseEdict *this_00;
char cVar1;
int iVar2;
CBasePlayer *pCVar3;
int iVar4;
uint uVar5;
CRecipientFilter local_3c [44];
uVar5 = *(uint *)(this + 0xd4) & 0xfffffeff;
if (*(uint *)(this + 0xd4) != uVar5) {
if (this[0x6c] == (CWeaponCSBase)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
}
*(uint *)(this + 0xd4) = uVar5;
}
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if ((cVar1 == '\0') || (cVar1 = (**(code **)(*(int *)param_1 + 300))(param_1), cVar1 == '\0')) {
this[0x1458] = (CWeaponCSBase)0x0;
return;
}
iVar2 = 0;
CRecipientFilter::CRecipientFilter(local_3c);
while (iVar2 < *(int *)(gpGlobals + 0x14)) {
while( true ) {
iVar2 = iVar2 + 1;
/* try { // try from 00441d48 to 00441de3 has its CatchHandler @ 00441e0c */
pCVar3 = (CBasePlayer *)UTIL_PlayerByIndex(iVar2);
if (((pCVar3 == (CBasePlayer *)0x0) ||
(cVar1 = (**(code **)(*(int *)pCVar3 + 300))(pCVar3), cVar1 != '\0')) ||
(iVar4 = (**(code **)(*(int *)pCVar3 + 0x648))(pCVar3), iVar4 != 4)) break;
CRecipientFilter::AddRecipient(local_3c,pCVar3);
if (*(int *)(gpGlobals + 0x14) <= iVar2) goto LAB_00441d90;
}
}
LAB_00441d90:
iVar2 = CRecipientFilter::GetRecipientCount(local_3c);
if (iVar2 != 0) {
if (*(int *)(param_1 + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
CBaseEntity::EmitSound
((IRecipientFilter *)local_3c,iVar2,"Player.PickupWeapon",(Vector *)0x0,0.0,
(float *)0x0);
}
*(undefined4 *)(this + 0x154) = 0;
CRecipientFilter::~CRecipientFilter(local_3c);
this[0x1458] = (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.