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 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.