CBaseBeltItem::SecondaryAttack
0x005259f0 · 233 bytes · __thiscall
_ZN13CBaseBeltItem15SecondaryAttackEv
Decompiled
undefined (1 param)
/* CBaseBeltItem::SecondaryAttack() */
void __thiscall CBaseBeltItem::SecondaryAttack(CBaseBeltItem *this)
{
char cVar1;
CTerrorPlayer *this_00;
CBaseEntity *this_01;
int iVar2;
this_00 = (CTerrorPlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (((this_00 != (CTerrorPlayer *)0x0) &&
(cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar1 != '\0')) &&
(*(float *)(this + 0x17e4) <= 0.0)) {
cVar1 = CTerrorPlayer::IsInCombat(this_00,false);
if (((cVar1 == '\0') &&
(this_01 = (CBaseEntity *)
(**(code **)(*(int *)this_00 + 0x6e0))
(this_00,0x43800000,0,
*(undefined4 *)(z_use_belt_item_tolerance._28_4_ + 0x2c),0,1),
this_01 != (CBaseEntity *)0x0)) &&
(cVar1 = (**(code **)(*(int *)this_01 + 0x16c))(this_01), cVar1 != '\0')) {
iVar2 = CBaseEntity::GetTeamNumber(this_01);
cVar1 = IsASurvivorTeam(iVar2);
if ((cVar1 != '\0') &&
(cVar1 = (**(code **)(*(int *)this_01 + 0x7e8))(this_01), cVar1 == '\0')) {
CTerrorPlayer::GiveActiveWeapon(this_00,(CTerrorPlayer *)this_01);
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.