ClipTraceToTongue::operator()
0x005296a0 · 336 bytes · __thiscall
_ZN17ClipTraceToTongueclEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* ClipTraceToTongue::TEMPNAMEPLACEHOLDERVALUE(CTerrorPlayer*) */
undefined4 __thiscall ClipTraceToTongue::operator()(ClipTraceToTongue *this,CTerrorPlayer *param_1)
{
uint uVar1;
char cVar2;
int iVar3;
undefined *puVar4;
CTongue *this_00;
int iVar5;
undefined *puVar6;
Vector local_34 [12];
Vector local_28 [24];
cVar2 = (**(code **)(*(int *)param_1 + 300))(param_1);
if (cVar2 != '\0') {
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if (iVar3 == 3) {
iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
puVar6 = g_pEntityList;
if (iVar3 == 1) {
uVar1 = *(uint *)(param_1 + 0x30bc);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
this_00 = (CTongue *)
__dynamic_cast(*(int *)(puVar4 + 4),&CBaseAbility::typeinfo,&CTongue::typeinfo,0
);
if (((this_00 != (CTongue *)0x0) &&
(uVar1 = *(uint *)(param_1 + 0x33c0), uVar1 != 0xffffffff)) &&
((puVar6 = puVar6 + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc &&
((*(uint *)(puVar6 + 8) == uVar1 >> 0xc && (*(int *)(puVar6 + 4) != 0)))))) {
iVar3 = CTongue::GetNumSegments(this_00);
if (0 < iVar3) {
iVar5 = 0;
do {
CTongue::GetSegmentStart((int)local_34);
iVar5 = iVar5 + 1;
CTongue::GetSegmentEnd((int)local_28);
ClipTongueSegment(this,this_00,local_34,local_28);
} while (iVar5 != iVar3);
return 1;
}
}
}
}
}
}
return 1;
}
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.