L L4D2node

CCharge::OnCreate

0x004d5ed0 · 283 bytes · __thiscall

_ZN7CCharge8OnCreateEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CCharge::OnCreate(CTerrorPlayer*) */

void __thiscall CCharge::OnCreate(CCharge *this,CTerrorPlayer *param_1)

{
  float fVar1;
  CBaseEdict *this_00;
  int iVar2;
  longdouble lVar3;
  
  EndCharge(this);
  CBaseAbility::OnCreate((CBaseAbility *)this,param_1);
  CBaseAbility::StartActivationTimer((CBaseAbility *)this,0.2,0.0);
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 != *(float *)(this + 0x48c)) {
    (**(code **)(*(int *)(this + 0x484) + 4))(this + 0x484,this + 0x48c);
    *(float *)(this + 0x48c) = (float)lVar3;
  }
  if (*(float *)(this + 0x488) != 0.0) {
    (**(code **)(*(int *)(this + 0x484) + 4))(this + 0x484,this + 0x488);
    *(undefined4 *)(this + 0x488) = 0;
  }
  fVar1 = *(float *)(gpGlobals + 0xc);
  if (fVar1 == *(float *)(this + 0x460)) {
    return;
  }
  if (this[0x6c] == (CCharge)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
    *(float *)(this + 0x460) = fVar1;
  }
  else {
    this[0x70] = (CCharge)((byte)this[0x70] | 1);
    *(float *)(this + 0x460) = fVar1;
  }
  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)