CSpitAbility::ActivateAbility
0x004dc920 · 649 bytes · __thiscall
_ZN12CSpitAbility15ActivateAbilityEv
Decompiled
undefined (1 param)
/* CSpitAbility::ActivateAbility() */
void __thiscall CSpitAbility::ActivateAbility(CSpitAbility *this)
{
float fVar1;
uint uVar2;
CBaseCombatCharacter *this_00;
CBaseEdict *this_01;
code *pcVar3;
char cVar4;
QAngle *pQVar5;
int iVar6;
int *piVar7;
undefined4 uVar8;
undefined1 *puVar9;
undefined *puVar10;
longdouble lVar11;
Vector local_28 [24];
uVar2 = *(uint *)(this + 0x44c);
if ((((uVar2 != 0xffffffff) &&
(puVar10 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar10 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar10 + 8) == uVar2 >> 0xc)) &&
(this_00 = *(CBaseCombatCharacter **)(puVar10 + 4), this_00 != (CBaseCombatCharacter *)0x0)) {
cVar4 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar4 != '\0') {
pQVar5 = (QAngle *)(**(code **)(*(int *)this_00 + 0x238))(this_00);
AngleVectors(pQVar5,local_28,(Vector *)0x0,(Vector *)0x0);
if (this[0x45d] != (CSpitAbility)0x1) {
if (this[0x6c] == (CSpitAbility)0x0) {
this_01 = *(CBaseEdict **)(this + 0x30);
if (this_01 != (CBaseEdict *)0x0) {
*(uint *)this_01 = *(uint *)this_01 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(this_01);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this[0x70] = (CSpitAbility)((byte)this[0x70] | 1);
}
this[0x45d] = (CSpitAbility)0x1;
}
piVar7 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"ability_use",0,0);
if (piVar7 != (int *)0x0) {
pcVar3 = *(code **)(*piVar7 + 0x30);
uVar8 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this_00 + 0x30));
(*pcVar3)(piVar7,"userid",uVar8);
puVar9 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar9 = *(undefined1 **)(this + 0x7c);
}
(**(code **)(*piVar7 + 0x3c))(piVar7,"ability",puVar9);
(**(code **)(*piVar7 + 0x30))(piVar7,"context",0);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar7,0);
}
piVar7 = (int *)CBaseCombatCharacter::GetActiveWeapon(this_00);
if (piVar7 != (int *)0x0) {
(**(code **)(*piVar7 + 0x3f0))(piVar7,0x1f6);
}
CBaseAbility::StartActivationTimer((CBaseAbility *)this,3600.0,0.0);
fVar1 = *(float *)(z_spit_latency._28_4_ + 0x2c);
lVar11 = (longdouble)CountdownTimer::Now();
if ((float)lVar11 + fVar1 != *(float *)(this + 0x468)) {
(**(code **)(*(int *)(this + 0x460) + 4))(this + 0x460,this + 0x468);
*(float *)(this + 0x468) = (float)lVar11 + fVar1;
}
if (fVar1 != *(float *)(this + 0x464)) {
(**(code **)(*(int *)(this + 0x460) + 4))(this + 0x460,this + 0x464);
*(float *)(this + 0x464) = fVar1;
}
CBaseAbility::ActivateAbility((CBaseAbility *)this);
(**(code **)(*(int *)this_00 + 0x7fc))(this_00,0x46,0);
CTerrorPlayer::Vocalize((CTerrorPlayer *)this_00,"SpitterZombie.Spit",0.0,0.0);
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.