CTerrorPlayer::ItemPostFrame
0x004f6990 · 315 bytes · __thiscall
_ZN13CTerrorPlayer13ItemPostFrameEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::ItemPostFrame() */
void __thiscall CTerrorPlayer::ItemPostFrame(CTerrorPlayer *this)
{
uint uVar1;
int *piVar2;
char cVar3;
int iVar4;
uint uVar5;
undefined *puVar6;
char *local_24;
char *local_20;
uVar1 = *(uint *)(this + 0x30bc);
if ((((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar6 + 4), piVar2 != (int *)0x0)) {
uVar1 = *(uint *)(this + 0x1cb4);
uVar5 = (**(code **)(*piVar2 + 0x348))(piVar2);
if ((uVar5 & uVar1) != 0) {
(**(code **)(*piVar2 + 0x34c))(piVar2);
}
uVar1 = *(uint *)(this + 0x1cb8);
uVar5 = (**(code **)(*piVar2 + 0x348))(piVar2);
if ((uVar5 & uVar1) != 0) {
(**(code **)(*piVar2 + 0x350))(piVar2);
}
(**(code **)(*piVar2 + 0x334))(piVar2);
}
UpdateStillTimer(this);
local_24 = "Fade";
local_20 = "Damage";
CBasePlayer::StartUserMessageThrottling((CBasePlayer *)this,&local_24,2);
/* try { // try from 004f69ff to 004f6a54 has its CatchHandler @ 004f6add */
cVar3 = (**(code **)(*(int *)this + 0x170))(this);
if (cVar3 != '\0') {
if (*(int *)(this + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
if ((iVar4 + *(int *)(gpGlobals + 0x18)) % (int)(0.25 / *(float *)(gpGlobals + 0x1c) + 0.5) == 0
) {
TraceForBuildableButtonUseEnt(this);
}
}
CBasePlayer::ItemPostFrame((CBasePlayer *)this);
CBasePlayer::FinishUserMessageThrottling();
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.