CTerrorPlayer::IsActionBeingPerformedOnMe
0x004f1440 · 183 bytes · __thiscall
_ZNK13CTerrorPlayer26IsActionBeingPerformedOnMeE21TerrorPlayerUseAction
Decompiled
undefined (2 params)
/* CTerrorPlayer::IsActionBeingPerformedOnMe(TerrorPlayerUseAction) const */
undefined4 __thiscall CTerrorPlayer::IsActionBeingPerformedOnMe(CTerrorPlayer *this,int param_2)
{
uint uVar1;
CTerrorPlayer *pCVar2;
char cVar3;
undefined4 uVar4;
undefined *puVar5;
uVar4 = 0;
if (param_2 == 0) {
if (*(int *)(this + 0x2b44) == 0) {
return 0;
}
}
else if (*(int *)(this + 0x2b44) != param_2) {
return uVar4;
}
uVar1 = *(uint *)(this + 0x2b40);
if ((((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (this != *(CTerrorPlayer **)(puVar5 + 4))) {
uVar1 = *(uint *)(this + 0x2b3c);
if (((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar5 + 8) != uVar1 >> 0xc ||
((pCVar2 = *(CTerrorPlayer **)(puVar5 + 4), pCVar2 == (CTerrorPlayer *)0x0 ||
(cVar3 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2), cVar3 == '\0')))))) {
uVar4 = 0;
}
else {
uVar4 = 1;
if (this != pCVar2) {
uVar4 = 0;
}
}
}
return uVar4;
}
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.