CTerrorPlayerAnimState::ShouldHideWeapon
0x00513930 · 331 bytes · __thiscall
_ZNK22CTerrorPlayerAnimState16ShouldHideWeaponEv
Decompiled
undefined (1 param)
/* CTerrorPlayerAnimState::ShouldHideWeapon() const */
bool __thiscall CTerrorPlayerAnimState::ShouldHideWeapon(CTerrorPlayerAnimState *this)
{
CCSPlayer *this_00;
uint uVar1;
char cVar2;
bool bVar3;
int *piVar4;
undefined *puVar5;
longdouble extraout_ST0;
this_00 = *(CCSPlayer **)(this + 0x118);
uVar1 = *(uint *)(this_00 + 0x2e28);
if (((((((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)) &&
(((uVar1 = *(uint *)(this_00 + 0x3e68), uVar1 == 0xffffffff ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar5 + 8) != uVar1 >> 0xc || (*(int *)(puVar5 + 4) == 0)))))) &&
(((uVar1 = *(uint *)(this_00 + 0x3e48), uVar1 == 0xffffffff ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar5 + 8) != uVar1 >> 0xc || (*(int *)(puVar5 + 4) == 0)))))) &&
(((((uVar1 = *(uint *)(this_00 + 0x3ee0), uVar1 == 0xffffffff ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)) &&
((piVar4 = (int *)CCSPlayer::GetActiveCSWeapon(this_00), piVar4 == (int *)0x0 ||
(cVar2 = (**(code **)(*piVar4 + 0x648))(piVar4), cVar2 == '\0')))))) {
bVar3 = false;
if (0.0 < *(float *)(this + 0x198)) {
CountdownTimer::Now();
bVar3 = (float)extraout_ST0 < *(float *)(this + 0x198);
}
}
else {
bVar3 = true;
}
return bVar3;
}
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.