L L4D2node

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 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)