CThrow::ActivateAbility
0x004e1620 · 1065 bytes · __thiscall
_ZN6CThrow15ActivateAbilityEv
Decompiled
undefined (1 param)
/* CThrow::ActivateAbility() */
void __thiscall CThrow::ActivateAbility(CThrow *this)
{
uint uVar1;
CBaseEntity *this_00;
code *pcVar2;
char cVar3;
int iVar4;
int *piVar5;
undefined4 uVar6;
undefined1 *puVar7;
undefined *puVar8;
longdouble lVar9;
uVar1 = *(uint *)(this + 0x44c);
if ((((uVar1 == 0xffffffff) ||
(puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar8 + 8) != uVar1 >> 0xc)) ||
(this_00 = *(CBaseEntity **)(puVar8 + 4), this_00 == (CBaseEntity *)0x0)) {
return;
}
cVar3 = (**(code **)(*(int *)this + 0x32c))(this);
if ((cVar3 == '\0') || (iVar4 = CBaseEntity::GetGroundEntity(this_00), iVar4 == 0)) {
CBaseEntity::EmitSound(this_00,"HulkZombie.Throw.Fail",0.0,(float *)0x0);
return;
}
cVar3 = (**(code **)(*(int *)this_00 + 0x840))(this_00);
if (cVar3 != '\0') {
lVar9 = (longdouble)CountdownTimer::Now();
if ((float)lVar9 + 0.7 != *(float *)(this + 0x474)) {
(**(code **)(*(int *)(this + 0x46c) + 4))(this + 0x46c,this + 0x474);
*(float *)(this + 0x474) = (float)lVar9 + 0.7;
}
if (*(float *)(this + 0x470) != 0.7) {
(**(code **)(*(int *)(this + 0x46c) + 4))(this + 0x46c,this + 0x470);
*(undefined4 *)(this + 0x470) = 0x3f333333;
}
lVar9 = (longdouble)CountdownTimer::Now();
if ((float)lVar9 + 1.0 != *(float *)(this + 0x484)) {
(**(code **)(*(int *)(this + 0x47c) + 4))(this + 0x47c,this + 0x484);
*(float *)(this + 0x484) = (float)lVar9 + 1.0;
}
if (*(float *)(this + 0x480) != 1.0) {
(**(code **)(*(int *)(this + 0x47c) + 4))(this + 0x47c,this + 0x480);
*(undefined4 *)(this + 0x480) = 0x3f800000;
}
lVar9 = (longdouble)CountdownTimer::Now();
if ((float)lVar9 + 1.0 != *(float *)(this + 0x490)) {
(**(code **)(*(int *)(this + 0x488) + 4))(this + 0x488,this + 0x490);
*(float *)(this + 0x490) = (float)lVar9 + 1.0;
}
if (*(float *)(this + 0x48c) != 1.0) {
(**(code **)(*(int *)(this + 0x488) + 4))(this + 0x488,this + 0x48c);
*(undefined4 *)(this + 0x48c) = 0x3f800000;
}
uVar1 = *(uint *)(this + 0x494);
if (((uVar1 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar8 + 8) == uVar1 >> 0xc &&
(*(CBaseEntity **)(puVar8 + 4) != (CBaseEntity *)0x0)))) {
UTIL_Remove(*(CBaseEntity **)(puVar8 + 4));
*(undefined4 *)(this + 0x494) = 0xffffffff;
}
pcVar2 = *(code **)(*(int *)this_00 + 0x7fc);
iVar4 = RandomInt(1,100);
(*pcVar2)(this_00,0x5d,iVar4 <= *(int *)(TankRockOverHeadPercent._28_4_ + 0x30));
uVar6 = ZombieHulkThrowInterval._28_4_;
this[0x478] = (CThrow)0x1;
CBaseAbility::StartActivationTimer((CBaseAbility *)this,*(float *)(uVar6 + 0x2c) + 1.0,0.0);
CBaseEntity::EmitSound(this_00,"HulkZombie.Throw.Pickup",0.0,(float *)0x0);
piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"ability_use",0,0);
if (piVar5 != (int *)0x0) {
pcVar2 = *(code **)(*piVar5 + 0x30);
uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this_00 + 0x30));
(*pcVar2)(piVar5,"userid",uVar6);
puVar7 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar7 = *(undefined1 **)(this + 0x7c);
}
(**(code **)(*piVar5 + 0x3c))(piVar5,"ability",puVar7);
(**(code **)(*piVar5 + 0x30))(piVar5,"context",0);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
}
CBaseAbility::ActivateAbility((CBaseAbility *)this);
return;
}
CBaseEntity::EmitSound(this_00,"HulkZombie.Throw.Fail",0.0,(float *)0x0);
if (*(float *)(ZombieHulkThrowFailInterval._28_4_ + 0x2c) <= 0.0) {
return;
}
CBaseAbility::StartActivationTimer
((CBaseAbility *)this,*(float *)(ZombieHulkThrowFailInterval._28_4_ + 0x2c),0.0);
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.