CMultiplayRules::GetNextBestWeapon
0x0046e170 · 386 bytes · __thiscall
_ZN15CMultiplayRules17GetNextBestWeaponEP20CBaseCombatCharacterP17CBaseCombatWeapon
Decompiled
undefined (3 params)
/* CMultiplayRules::GetNextBestWeapon(CBaseCombatCharacter*, CBaseCombatWeapon*) */
CBaseCombatWeapon * __thiscall
CMultiplayRules::GetNextBestWeapon
(CMultiplayRules *this,CBaseCombatCharacter *param_1,CBaseCombatWeapon *param_2)
{
uint uVar1;
CBaseCombatWeapon *pCVar2;
char cVar3;
int iVar4;
undefined *puVar5;
CBaseCombatCharacter *pCVar6;
CBaseCombatWeapon *local_2c;
int local_28;
int local_24;
if (param_2 == (CBaseCombatWeapon *)0x0) {
local_28 = -1;
}
else {
cVar3 = (**(code **)(*(int *)param_2 + 0x528))(param_2);
if ((cVar3 == '\0') || (cVar3 = (**(code **)(*(int *)param_2 + 0x418))(param_2), cVar3 == '\0'))
{
return (CBaseCombatWeapon *)0x0;
}
local_28 = (**(code **)(*(int *)param_2 + 0x520))(param_2);
}
local_24 = -1;
local_2c = (CBaseCombatWeapon *)0x0;
pCVar6 = param_1;
do {
uVar1 = *(uint *)(pCVar6 + 0x18f4);
if (((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(pCVar2 = *(CBaseCombatWeapon **)(puVar5 + 4), pCVar2 != (CBaseCombatWeapon *)0x0)) &&
((param_2 == (CBaseCombatWeapon *)0x0 ||
(cVar3 = (**(code **)(*(int *)pCVar2 + 0x524))(pCVar2), cVar3 != '\0')))) {
iVar4 = (**(code **)(*(int *)pCVar2 + 0x520))(pCVar2);
if ((iVar4 < 0) || (iVar4 = (**(code **)(*(int *)pCVar2 + 0x520))(pCVar2), local_28 != iVar4))
{
iVar4 = (**(code **)(*(int *)pCVar2 + 0x520))(pCVar2);
if (((local_24 < iVar4) && (param_2 != pCVar2)) &&
(cVar3 = (**(code **)(*(int *)pCVar2 + 0x40c))(pCVar2), cVar3 != '\0')) {
local_24 = (**(code **)(*(int *)pCVar2 + 0x520))(pCVar2);
local_2c = pCVar2;
}
}
else if (param_2 == pCVar2) {
(**(code **)(*(int *)param_2 + 0x520))(param_2);
}
else {
cVar3 = (**(code **)(*(int *)pCVar2 + 0x40c))(pCVar2);
if ((cVar3 != '\0') &&
(cVar3 = (**(code **)(*(int *)param_1 + 0x47c))(param_1,pCVar2), cVar3 != '\0')) {
return pCVar2;
}
}
}
pCVar6 = pCVar6 + 4;
if (pCVar6 == param_1 + 0xe0) {
return local_2c;
}
} while( true );
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.