CTerrorPlayer::ObjectCaps
0x00519c60 · 295 bytes · __thiscall
_ZN13CTerrorPlayer10ObjectCapsEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::ObjectCaps() */
uint __thiscall CTerrorPlayer::ObjectCaps(CTerrorPlayer *this)
{
char cVar1;
uint uVar2;
int iVar3;
undefined *puVar4;
cVar1 = IsPlayingDeathAnim(this);
if ((cVar1 == '\0') && (cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 != '\0')) {
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
cVar1 = IsASurvivorTeam(iVar3);
if (cVar1 != '\0') {
uVar2 = *(uint *)(this + 0x3e68);
if ((((((uVar2 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) &&
(((uVar2 = *(uint *)(this + 0x3e48), uVar2 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar4 + 8) != uVar2 >> 0xc || (*(int *)(puVar4 + 4) == 0)))))) &&
((((uVar2 = *(uint *)(this + 0x33c4), uVar2 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar4 + 8) != uVar2 >> 0xc ||
((*(int *)(puVar4 + 4) == 0 || (this[0x39f1] != (CTerrorPlayer)0x0)))))) &&
(cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 != '\0')))) {
uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
return uVar2 & 0xfffffffd | 0x20;
}
uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
return uVar2 & 0xfffffffd | 0x10;
}
}
uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
return uVar2 & 0xfffffffd;
}
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.