L L4D2node

CBaseAbility::CreateForPlayer

0x004d27b0 · 372 bytes · __cdecl

_ZN12CBaseAbility15CreateForPlayerEP13CTerrorPlayer

Decompiled

undefined (1 param)

/* CBaseAbility::CreateForPlayer(CTerrorPlayer*) */

int * CBaseAbility::CreateForPlayer(CTerrorPlayer *param_1)

{
  QAngle *pQVar1;
  int iVar2;
  undefined4 uVar3;
  int *piVar4;
  Vector local_28 [24];
  
  if ((param_1 != (CTerrorPlayer *)0x0) &&
     (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar2 == 3)) {
    (**(code **)(*(int *)param_1 + 0x234))(local_28,param_1);
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
    }
    pQVar1 = (QAngle *)(param_1 + 0x37c);
    uVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
    switch(uVar3) {
    default:
      goto switchD_004d281c_caseD_0;
    case 1:
      piVar4 = (int *)CBaseEntity::Create("ability_tongue",local_28,pQVar1,(CBaseEntity *)param_1);
      break;
    case 2:
      if (*(int *)(param_1 + 0x4018) == 1) {
        piVar4 = (int *)CBaseEntity::Create("ability_selfdestruct",local_28,pQVar1,
                                            (CBaseEntity *)param_1);
      }
      else {
        piVar4 = (int *)CBaseEntity::Create("ability_vomit",local_28,pQVar1,(CBaseEntity *)param_1);
      }
      break;
    case 3:
      piVar4 = (int *)CBaseEntity::Create("ability_lunge",local_28,pQVar1,(CBaseEntity *)param_1);
      break;
    case 4:
      piVar4 = (int *)CBaseEntity::Create("ability_spit",local_28,pQVar1,(CBaseEntity *)param_1);
      break;
    case 5:
      piVar4 = (int *)CBaseEntity::Create("ability_leap",local_28,pQVar1,(CBaseEntity *)param_1);
      break;
    case 6:
      piVar4 = (int *)CBaseEntity::Create("ability_charge",local_28,pQVar1,(CBaseEntity *)param_1);
      break;
    case 8:
      piVar4 = (int *)CBaseEntity::Create("ability_throw",local_28,pQVar1,(CBaseEntity *)param_1);
    }
    if (piVar4 != (int *)0x0) {
      (**(code **)(*piVar4 + 0x338))(piVar4,param_1);
      return piVar4;
    }
  }
switchD_004d281c_caseD_0:
  return (int *)0x0;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)