CSingleplayRules::GetNextBestWeapon
0x004b1a80 · 304 bytes · __thiscall
_ZN16CSingleplayRules17GetNextBestWeaponEP20CBaseCombatCharacterP17CBaseCombatWeapon
Decompiled
undefined (3 params)
/* CSingleplayRules::GetNextBestWeapon(CBaseCombatCharacter*, CBaseCombatWeapon*) */
int * __thiscall
CSingleplayRules::GetNextBestWeapon
(CSingleplayRules *this,CBaseCombatCharacter *param_1,CBaseCombatWeapon *param_2)
{
uint uVar1;
int *piVar2;
char cVar3;
int iVar4;
undefined *puVar5;
CBaseCombatCharacter *pCVar6;
int *local_28;
int local_24;
if ((param_2 != (CBaseCombatWeapon *)0x0) &&
(cVar3 = (**(code **)(*(int *)param_2 + 0x528))(param_2), cVar3 == '\0')) {
return (int *)0x0;
}
local_24 = -1;
pCVar6 = param_1 + 0x18f4;
local_28 = (int *)0x0;
do {
while (((((uVar1 = *(uint *)pCVar6, uVar1 != 0xffffffff &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar5 + 4), piVar2 != (int *)0x0)) &&
(((param_2 == (CBaseCombatWeapon *)0x0 ||
(cVar3 = (**(code **)(*piVar2 + 0x524))(piVar2), cVar3 != '\0')) &&
((cVar3 = (**(code **)(*(int *)param_1 + 0x47c))(param_1,piVar2), cVar3 != '\0' &&
(iVar4 = (**(code **)(*piVar2 + 0x520))(piVar2), local_24 < iVar4))))))) {
cVar3 = (**(code **)(*piVar2 + 0x548))(piVar2);
if ((cVar3 != '\0') && (piVar2[0x508] < 1)) {
iVar4 = (**(code **)(*piVar2 + 0x55c))(piVar2);
iVar4 = CBaseCombatCharacter::GetAmmoCount(param_1,iVar4);
if (iVar4 == 0) break;
}
pCVar6 = pCVar6 + 4;
local_24 = (**(code **)(*piVar2 + 0x520))(piVar2);
local_28 = piVar2;
if (pCVar6 == param_1 + 0x19d4) {
return piVar2;
}
}
pCVar6 = pCVar6 + 4;
if (pCVar6 == param_1 + 0x19d4) {
return local_28;
}
} 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.