CBaseBackpackItem::SecondaryAttack
0x00524d70 · 184 bytes · __thiscall
_ZN17CBaseBackpackItem15SecondaryAttackEv
Decompiled
undefined (1 param)
/* CBaseBackpackItem::SecondaryAttack() */
void __thiscall CBaseBackpackItem::SecondaryAttack(CBaseBackpackItem *this)
{
CBaseEdict *this_00;
char cVar1;
CTerrorPlayer *this_01;
int iVar2;
this_01 = (CTerrorPlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (((this_01 != (CTerrorPlayer *)0x0) &&
(cVar1 = (**(code **)(*(int *)this_01 + 0x16c))(this_01), cVar1 != '\0')) &&
(this[0x17dc] == (CBaseBackpackItem)0x0)) {
cVar1 = CTerrorPlayer::IsInCombat(this_01,false);
if ((cVar1 == '\0') && (cVar1 = (**(code **)(*(int *)this + 0x708))(this,1,1), cVar1 != '\0')) {
if (*(float *)(this + 0x1400) == 0.0) {
return;
}
if (this[0x6c] == (CBaseBackpackItem)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseBackpackItem)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x1400) = 0;
return;
}
CTerrorWeapon::SecondaryAttack((CTerrorWeapon *)this);
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.