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 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.