CBaseBeltItem::ItemPostFrame
0x00525af0 · 320 bytes · __thiscall
_ZN13CBaseBeltItem13ItemPostFrameEv
Decompiled
undefined (1 param)
/* CBaseBeltItem::ItemPostFrame() */
void __thiscall CBaseBeltItem::ItemPostFrame(CBaseBeltItem *this)
{
int iVar1;
char cVar2;
int *piVar3;
CBaseEntity *this_00;
int iVar4;
longdouble lVar5;
piVar3 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (piVar3 != (int *)0x0) {
cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3);
if (cVar2 != '\0') {
iVar1 = piVar3[0x72c];
CTerrorWeapon::ItemPostFrame((CTerrorWeapon *)this);
if (0.0 < *(float *)(this + 0x17e4)) {
lVar5 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x17e4) <= (float)lVar5) {
this_00 = (CBaseEntity *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (this_00 != (CBaseEntity *)0x0) {
cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar2 != '\0') {
iVar4 = CBaseEntity::GetTeamNumber(this_00);
cVar2 = IsASurvivorTeam(iVar4);
if (cVar2 != '\0') {
cVar2 = (**(code **)(*(int *)this_00 + 0x7e8))(this_00);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*(int *)this_00 + 300))(this_00);
if (cVar2 != '\0') {
(**(code **)(*(int *)this + 0x70c))(this,this_00);
*(int *)(this_00 + 0x1cb0) = iVar1;
(**(code **)(*(int *)this_00 + 0x470))(this_00,this,0,0);
UTIL_Remove((CBaseEntity *)this);
return;
}
}
}
}
}
if (*(float *)(this + 0x17e4) != -1.0) {
(**(code **)(*(int *)(this + 0x17dc) + 4))(this + 0x17dc,this + 0x17e4);
*(undefined4 *)(this + 0x17e4) = 0xbf800000;
}
}
}
}
}
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.