CVomit::IsAbilityReadyToFire
0x004e6a80 · 134 bytes · __thiscall
_ZNK6CVomit20IsAbilityReadyToFireEv
Decompiled
undefined (1 param)
/* CVomit::IsAbilityReadyToFire() const */
undefined4 __thiscall CVomit::IsAbilityReadyToFire(CVomit *this)
{
uint uVar1;
CTerrorPlayer *this_00;
char cVar2;
int iVar3;
undefined4 uVar4;
undefined *puVar5;
uVar1 = *(uint *)(this + 0x44c);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(this_00 = *(CTerrorPlayer **)(puVar5 + 4), this_00 != (CTerrorPlayer *)0x0)) {
cVar2 = (**(code **)(*(int *)this_00 + 0x558))(this_00);
if ((cVar2 == '\0') && (((byte)this_00[0x1cb1] & 8) == 0)) {
iVar3 = CTerrorPlayer::GetStaggerDir(this_00);
if (iVar3 == 0) {
iVar3 = CBaseEntity::GetGroundEntity((CBaseEntity *)this_00);
if (iVar3 != 0) {
uVar4 = CBaseAbility::IsAbilityReadyToFire((CBaseAbility *)this);
return uVar4;
}
}
}
}
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.