CBaseAbility::IsAbilityReadyToFire
0x004d1e40 · 432 bytes · __thiscall
_ZNK12CBaseAbility20IsAbilityReadyToFireEv
Decompiled
undefined (1 param)
/* CBaseAbility::IsAbilityReadyToFire() const */
bool __thiscall CBaseAbility::IsAbilityReadyToFire(CBaseAbility *this)
{
int *piVar1;
char cVar2;
uint uVar3;
int iVar4;
undefined4 uVar5;
CTerrorPlayer *pCVar6;
int *piVar7;
undefined *puVar8;
uint uVar9;
longdouble lVar10;
longdouble extraout_ST0;
if ((0.0 < *(float *)(this + 0x448)) &&
(lVar10 = (longdouble)CountdownTimer::Now(), (float)lVar10 < *(float *)(this + 0x448))) {
return false;
}
uVar3 = *(uint *)(this + 0x44c);
if (uVar3 != 0xffffffff) {
uVar9 = uVar3 & 0xfff;
piVar7 = (int *)(g_pEntityList + uVar9 * 0x10 + 4);
if (piVar7 != (int *)0x0) {
if ((*(uint *)(g_pEntityList + uVar9 * 0x10 + 8) == uVar3 >> 0xc) &&
(piVar1 = *(int **)(g_pEntityList + uVar9 * 0x10 + 4), piVar1 != (int *)0x0)) {
cVar2 = (**(code **)(*piVar1 + 0x7e8))(piVar1);
if (cVar2 != '\0') {
return false;
}
uVar3 = *(uint *)(this + 0x44c);
if ((uVar3 == 0xffffffff) ||
(piVar7 = (int *)(g_pEntityList + (uVar3 & 0xfff) * 0x10 + 4), piVar7 == (int *)0x0))
goto LAB_004d1ebc;
}
if (piVar7[1] == uVar3 >> 0xc) {
iVar4 = *piVar7;
goto LAB_004d1ebe;
}
}
}
LAB_004d1ebc:
iVar4 = 0;
LAB_004d1ebe:
uVar5 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(iVar4 + 0x2910));
uVar3 = *(uint *)(this + 0x44c);
pCVar6 = (CTerrorPlayer *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar8 + 8) == uVar3 >> 0xc)) {
pCVar6 = *(CTerrorPlayer **)(puVar8 + 4);
}
cVar2 = CTerrorPlayer::IsMotionControlledXY(pCVar6,uVar5);
if (cVar2 == '\0') {
uVar3 = *(uint *)(this + 0x44c);
pCVar6 = (CTerrorPlayer *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar8 + 8) == uVar3 >> 0xc)) {
pCVar6 = *(CTerrorPlayer **)(puVar8 + 4);
}
cVar2 = CTerrorPlayer::IsMotionControlledZ(pCVar6,uVar5);
if (cVar2 == '\0') {
CountdownTimer::Now();
return *(float *)(this + 0x458) <= (float)extraout_ST0;
}
}
return false;
}
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.