L L4D2node

CVomit::ActivateAbility

0x004e6b10 · 772 bytes · __thiscall

_ZN6CVomit15ActivateAbilityEv

Decompiled

undefined (1 param)

/* CVomit::ActivateAbility() */

void __thiscall CVomit::ActivateAbility(CVomit *this)

{
  float fVar1;
  uint uVar2;
  CBaseEntity *this_00;
  CBaseEdict *this_01;
  code *pcVar3;
  char cVar4;
  int iVar5;
  int *piVar6;
  undefined4 uVar7;
  undefined1 *puVar8;
  undefined *puVar9;
  longdouble lVar10;
  
  cVar4 = (**(code **)(*(int *)this + 0x32c))(this);
  if (cVar4 != '\0') {
    uVar2 = *(uint *)(this + 0x44c);
    if ((((uVar2 != 0xffffffff) &&
         (puVar9 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar9 + 8) == uVar2 >> 0xc)) &&
       (this_00 = *(CBaseEntity **)(puVar9 + 4), this_00 != (CBaseEntity *)0x0)) {
      if (this[0x45d] != (CVomit)0x1) {
        if (this[0x6c] == (CVomit)0x0) {
          this_01 = *(CBaseEdict **)(this + 0x30);
          if (this_01 != (CBaseEdict *)0x0) {
            *(uint *)this_01 = *(uint *)this_01 | 0x101;
            iVar5 = CBaseEdict::GetChangeAccessor(this_01);
            *(undefined2 *)(iVar5 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CVomit)((byte)this[0x70] | 1);
        }
        this[0x45d] = (CVomit)0x1;
      }
      StartVomitEffect(this);
      fVar1 = *(float *)(ZombieVomitDuration._28_4_ + 0x2c);
      lVar10 = (longdouble)CountdownTimer::Now();
      if ((float)lVar10 + fVar1 != *(float *)(this + 0x468)) {
        (**(code **)(*(int *)(this + 0x460) + 4))(this + 0x460,this + 0x468);
        *(float *)(this + 0x468) = (float)lVar10 + fVar1;
      }
      if (fVar1 != *(float *)(this + 0x464)) {
        (**(code **)(*(int *)(this + 0x460) + 4))(this + 0x460,this + 0x464);
        *(float *)(this + 0x464) = fVar1;
      }
      lVar10 = (longdouble)CountdownTimer::Now();
      if ((float)lVar10 + 0.25 != *(float *)(this + 0x474)) {
        (**(code **)(*(int *)(this + 0x46c) + 4))(this + 0x46c,this + 0x474);
        *(float *)(this + 0x474) = (float)lVar10 + 0.25;
      }
      if (*(float *)(this + 0x470) != 0.25) {
        (**(code **)(*(int *)(this + 0x46c) + 4))(this + 0x46c,this + 0x470);
        *(undefined4 *)(this + 0x470) = 0x3e800000;
      }
      CBaseAbility::StartActivationTimer
                ((CBaseAbility *)this,*(float *)(ZombieVomitInterval._28_4_ + 0x2c),0.0);
      CBaseEntity::EmitSound(this_00,"Vomit.Use",0.0,(float *)0x0);
      (**(code **)(*(int *)this_00 + 0x7fc))(this_00,0x29,0);
      piVar6 = (int *)CCSPlayer::GetActiveCSWeapon((CCSPlayer *)this_00);
      if (piVar6 != (int *)0x0) {
        (**(code **)(*piVar6 + 0x3f0))(piVar6,0x1f6);
      }
      piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"ability_use",0,0);
      if (piVar6 != (int *)0x0) {
        pcVar3 = *(code **)(*piVar6 + 0x30);
        uVar7 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this_00 + 0x30));
        (*pcVar3)(piVar6,"userid",uVar7);
        puVar8 = &DAT_00d539c2;
        if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
          puVar8 = *(undefined1 **)(this + 0x7c);
        }
        (**(code **)(*piVar6 + 0x3c))(piVar6,"ability",puVar8);
        (**(code **)(*piVar6 + 0x30))(piVar6,"context",0);
        (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar6,0);
      }
      CBaseAbility::ActivateAbility((CBaseAbility *)this);
                    /* WARNING: Could not recover jumptable at 0x004e6daf. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0x334))();
      return;
    }
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)