CBaseBeltItem::PrimaryAttack
0x00525e40 · 301 bytes · __thiscall
_ZN13CBaseBeltItem13PrimaryAttackEv
Decompiled
undefined (1 param)
/* CBaseBeltItem::PrimaryAttack() */
void __thiscall CBaseBeltItem::PrimaryAttack(CBaseBeltItem *this)
{
float fVar1;
char cVar2;
int *piVar3;
longdouble lVar4;
piVar3 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (piVar3 != (int *)0x0) {
cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3);
if ((cVar2 != '\0') && (*(float *)(this + 0x17e4) <= 0.0)) {
cVar2 = CTerrorWeapon::HelpingHandPrimaryAttack((CTerrorWeapon *)this);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*(int *)this + 0x700))(this,piVar3);
if (cVar2 != '\0') {
(**(code **)(*(int *)this + 0x3f0))(this,0xbf);
(**(code **)(*piVar3 + 0x7fc))(piVar3,0x28,0);
(**(code **)(*(int *)this + 0x704))(this,piVar3);
lVar4 = (longdouble)(**(code **)(*(int *)this + 0x708))(this);
fVar1 = (float)lVar4;
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + fVar1 != *(float *)(this + 0x17e4)) {
(**(code **)(*(int *)(this + 0x17dc) + 4))(this + 0x17dc,this + 0x17e4);
*(float *)(this + 0x17e4) = (float)lVar4 + fVar1;
}
if (fVar1 != *(float *)(this + 0x17e0)) {
(**(code **)(*(int *)(this + 0x17dc) + 4))(this + 0x17dc,this + 0x17e0);
*(float *)(this + 0x17e0) = fVar1;
}
}
}
}
}
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.