CCharge::ActivateAbility
0x004d6110 · 501 bytes · __thiscall
_ZN7CCharge15ActivateAbilityEv
Decompiled
undefined (1 param)
/* CCharge::ActivateAbility() */
void __thiscall CCharge::ActivateAbility(CCharge *this)
{
float fVar1;
uint uVar2;
code *pcVar3;
CBaseEdict *this_00;
char cVar4;
int iVar5;
int *piVar6;
undefined4 uVar7;
undefined1 *puVar8;
undefined *puVar9;
CBaseEntity *this_01;
longdouble lVar10;
cVar4 = (**(code **)(*(int *)this + 0x32c))(this);
if (cVar4 != '\0') {
uVar2 = *(uint *)(this + 0x44c);
this_01 = (CBaseEntity *)0x0;
if (((uVar2 != 0xffffffff) &&
(puVar9 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar9 + 8) == uVar2 >> 0xc)) {
this_01 = *(CBaseEntity **)(puVar9 + 4);
}
cVar4 = (**(code **)(*(int *)this_01 + 0x6f8))(this_01,0);
if (((cVar4 == '\0') &&
(lVar10 = (longdouble)CountdownTimer::Now(), *(float *)(this_01 + 0x32dc) <= (float)lVar10))
&& ((iVar5 = CBaseEntity::GetGroundEntity(this_01), iVar5 != 0 ||
(this_01[0x186] == (CBaseEntity)0x9)))) {
CTerrorPlayer::OnChargeStart();
BeginCharge(this);
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != *(float *)(this + 0x460)) {
if (this[0x6c] == (CCharge)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CCharge)((byte)this[0x70] | 1);
}
*(float *)(this + 0x460) = fVar1;
}
CBaseAbility::StartActivationTimer((CBaseAbility *)this,3600.0,0.0);
piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"ability_use",0,0);
if (piVar6 != (int *)0x0) {
pcVar3 = *(code **)(*piVar6 + 0x30);
uVar7 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this_01 + 0x30));
(*pcVar3)(piVar6,"userid",uVar7);
puVar8 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar8 = *(undefined1 **)(this + 0x7c);
}
(**(code **)(*piVar6 + 0x3c))(piVar6,"ability",puVar8);
(**(code **)(*piVar6 + 0x30))(piVar6,"context",0);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar6,0);
}
CBaseAbility::ActivateAbility((CBaseAbility *)this);
return;
}
}
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.