CBaseBackpackItem::PrimaryAttack
0x00524ac0 · 160 bytes · __thiscall
_ZN17CBaseBackpackItem13PrimaryAttackEv
Decompiled
undefined (1 param)
/* CBaseBackpackItem::PrimaryAttack() */
void __thiscall CBaseBackpackItem::PrimaryAttack(CBaseBackpackItem *this)
{
CBaseEdict *this_00;
char cVar1;
int *piVar2;
int iVar3;
piVar2 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (piVar2 != (int *)0x0) {
cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
if (cVar1 != '\0') {
cVar1 = CTerrorWeapon::HelpingHandPrimaryAttack((CTerrorWeapon *)this);
if (cVar1 == '\0') {
if (piVar2[0xa14] != 1) {
if ((char)piVar2[0x1b] == '\0') {
this_00 = (CBaseEdict *)piVar2[0xc];
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(piVar2 + 0x1c) = *(byte *)(piVar2 + 0x1c) | 1;
}
piVar2[0xa14] = 1;
}
if (this[0x17dc] == (CBaseBackpackItem)0x0) {
(**(code **)(*(int *)this + 0x708))(this,0,0);
return;
}
}
}
}
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.