L L4D2node

CCharge::CCharge

0x004d32f0 · 242 bytes · __thiscall

_ZN7CChargeC1Ev

Decompiled

undefined (1 param)

/* CCharge::CCharge() */

void __thiscall CCharge::CCharge(CCharge *this)

{
  uint uVar1;
  CBaseEdict *this_00;
  undefined *puVar2;
  int iVar3;
  int iVar4;
  
  CBaseAbility::CBaseAbility((CBaseAbility *)this);
  *(undefined ***)this = &PTR__CCharge_00c21f88;
  *(undefined4 *)(this + 0x468) = 0xffffffff;
  puVar2 = g_pEntityList;
  *(undefined ***)(this + 0x484) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x488) = 0;
  *(undefined4 *)(this + 0x48c) = 0xbf800000;
  *(undefined ***)(this + 0x490) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x494) = 0;
  *(undefined4 *)(this + 0x498) = 0xbf800000;
  if ((puVar2 == (undefined *)0xfffffffc) || (*(int *)(puVar2 + 8) != 0)) {
    iVar4 = 0;
  }
  else {
    iVar4 = *(int *)(puVar2 + 4);
  }
  uVar1 = *(uint *)(this + 0x468);
  if (((uVar1 == 0xffffffff) ||
      (puVar2 = puVar2 + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) {
    iVar3 = 0;
  }
  else {
    iVar3 = *(int *)(puVar2 + 4);
  }
  if (iVar4 == iVar3) {
    return;
  }
  if (this[0x6c] == (CCharge)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
                    /* try { // try from 004d33be to 004d33c2 has its CatchHandler @ 004d33f8 */
      iVar4 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar4 + 2) = 0;
    }
    *(undefined4 *)(this + 0x468) = 0;
  }
  else {
    this[0x70] = (CCharge)((byte)this[0x70] | 1);
    *(undefined4 *)(this + 0x468) = 0;
  }
  return;
}

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)