CChainsaw::UpdateOwnerAndViewmodel
0x00532090 · 235 bytes · __thiscall
_ZN9CChainsaw23UpdateOwnerAndViewmodelEv
Decompiled
undefined (1 param)
/* CChainsaw::UpdateOwnerAndViewmodel() */
void __thiscall CChainsaw::UpdateOwnerAndViewmodel(CChainsaw *this)
{
CBasePlayer *this_00;
CBaseEntity *this_01;
undefined4 uVar1;
int iVar2;
CStudioHdr *pCVar3;
CStudioHdr *pCVar4;
this_00 = (CBasePlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
*(undefined4 *)(this + 0x1808) = 0;
*(CBasePlayer **)(this + 0x1804) = this_00;
if (this_00 == (CBasePlayer *)0x0) {
return;
}
this_01 = (CBaseEntity *)CBasePlayer::GetViewModel(this_00,*(int *)(this + 0x13f8));
*(CBaseEntity **)(this + 0x1808) = this_01;
if (this_01 == (CBaseEntity *)0x0) {
return;
}
pCVar3 = *(CStudioHdr **)(this_01 + 0x13e0);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar2 = CBaseEntity::GetModel(this_01);
if (iVar2 == 0) {
pCVar3 = *(CStudioHdr **)(this_01 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this_01);
pCVar3 = *(CStudioHdr **)(this_01 + 0x13e0);
}
pCVar4 = (CStudioHdr *)0x0;
if (pCVar3 == (CStudioHdr *)0x0) goto LAB_005320e8;
}
pCVar4 = (CStudioHdr *)0x0;
if (*(int *)pCVar3 != 0) {
pCVar4 = pCVar3;
}
LAB_005320e8:
if (*(int *)(this + 0x1830) == -1) {
uVar1 = CBaseAnimating::LookupPoseParameter
(*(CBaseAnimating **)(this + 0x1808),pCVar4,"engine_on");
*(undefined4 *)(this + 0x1830) = uVar1;
}
if (*(int *)(this + 0x1834) != -1) {
return;
}
uVar1 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1808),pCVar4,"attack");
*(undefined4 *)(this + 0x1834) = uVar1;
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.