CLunge::IsAbilityReadyToFire
0x004da130 · 410 bytes · __thiscall
_ZNK6CLunge20IsAbilityReadyToFireEv
Decompiled
undefined (1 param)
/* CLunge::IsAbilityReadyToFire() const */
undefined4 __thiscall CLunge::IsAbilityReadyToFire(CLunge *this)
{
uint uVar1;
CLunge *pCVar2;
code *pcVar3;
char cVar4;
undefined4 uVar5;
int *piVar6;
undefined *puVar7;
longdouble lVar8;
CLunge *this_00;
uVar1 = *(uint *)(this + 0x44c);
if ((((((uVar1 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) &&
((pCVar2 = *(CLunge **)(puVar7 + 4), pCVar2 != (CLunge *)0x0 &&
(this_00 = pCVar2, cVar4 = (**(code **)(*(int *)pCVar2 + 0x558))(), cVar4 == '\0')))) &&
(((uVar1 = *(uint *)(pCVar2 + 0x3e64), uVar1 == 0xffffffff ||
((puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc ||
(*(uint *)(puVar7 + 8) != uVar1 >> 0xc)))) || (*(int *)(puVar7 + 4) == 0)))) &&
(((byte)pCVar2[0x1cb1] & 8) == 0)) {
if (0.0 < *(float *)(this + 0x448)) {
this_00 = this + 0x440;
lVar8 = (longdouble)CountdownTimer::Now();
if ((float)lVar8 < *(float *)(this + 0x448)) {
return 0;
}
}
cVar4 = CTerrorGameRules::HasPlayerControlledZombies();
if ((cVar4 == '\0') || (pCVar2[0x1a90] != (CLunge)0x0)) {
if ((this[0x47d] == (CLunge)0x0) && (cVar4 = CanLungeAgain(this_00), cVar4 != '\0')) {
return 1;
}
if (this[0x47c] == (CLunge)0x0) {
uVar5 = CBaseAbility::IsAbilityReadyToFire((CBaseAbility *)this);
return uVar5;
}
}
else {
piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"pounce_fail",0,0);
if (piVar6 != (int *)0x0) {
pcVar3 = *(code **)(*piVar6 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,*(int *)(pCVar2 + 0x30));
(*pcVar3)(piVar6,"userid",uVar5);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar6,0);
return 0;
}
}
}
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.