CCharge::IsAbilityReadyToFire
0x004d6000 · 248 bytes · __thiscall
_ZNK7CCharge20IsAbilityReadyToFireEv
Decompiled
undefined (1 param)
/* CCharge::IsAbilityReadyToFire() const */
undefined4 __thiscall CCharge::IsAbilityReadyToFire(CCharge *this)
{
uint uVar1;
CBasePlayer *this_00;
char cVar2;
undefined4 uVar3;
undefined *puVar4;
uVar1 = *(uint *)(this + 0x44c);
if (((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
((this_00 = *(CBasePlayer **)(puVar4 + 4), this_00 != (CBasePlayer *)0x0 &&
(cVar2 = (**(code **)(*(int *)this_00 + 0x558))(this_00), cVar2 == '\0')))) &&
((((uVar1 = *(uint *)(this_00 + 0x3e44), uVar1 == 0xffffffff ||
((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)))) || (*(int *)(puVar4 + 4) == 0)) &&
(((((uVar1 = *(uint *)(this_00 + 0x3e4c), uVar1 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) &&
((cVar2 = CBasePlayer::IsOnLadder(this_00), cVar2 == '\0' && (this[0x464] == (CCharge)0x0))))
)))) {
uVar3 = CBaseAbility::IsAbilityReadyToFire((CBaseAbility *)this);
return uVar3;
}
return 0;
}
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.