CLeap::OnStunned
0x004d7bb0 · 178 bytes · __cdecl
_ZN5CLeap9OnStunnedEf
Decompiled
undefined (1 param)
/* CLeap::OnStunned(float) */
void CLeap::OnStunned(float param_1)
{
CBaseEdict *pCVar1;
int iVar2;
if (*(char *)((int)param_1 + 0x47c) != '\0') {
if (*(char *)((int)param_1 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)((int)param_1 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
*(byte *)((int)param_1 + 0x70) = *(byte *)((int)param_1 + 0x70) | 1;
}
*(undefined1 *)((int)param_1 + 0x47c) = 0;
if (*(float *)((int)param_1 + 0x46c) != 0.0) {
if (*(char *)((int)param_1 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)((int)param_1 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
*(byte *)((int)param_1 + 0x70) = *(byte *)((int)param_1 + 0x70) | 1;
}
*(undefined4 *)((int)param_1 + 0x46c) = 0;
}
}
/* WARNING: Could not recover jumptable at 0x004d7c54. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)param_1 + 0x340))();
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.