L L4D2node

CChainsaw::PrimaryAttack

0x00532510 · 533 bytes · __thiscall

_ZN9CChainsaw13PrimaryAttackEv

Decompiled

undefined (1 param)

/* CChainsaw::PrimaryAttack() */

void __thiscall CChainsaw::PrimaryAttack(CChainsaw *this)

{
  CBaseEdict *pCVar1;
  char cVar2;
  int iVar3;
  longdouble lVar4;
  undefined4 local_10;
  
  cVar2 = (**(code **)(*(int *)this + 0x434))(this);
  if ((cVar2 != '\0') && (*(int *)(this + 0x17e0) != 0)) {
    UpdateOwnerAndViewmodel(this);
    if ((*(int *)(this + 0x1804) != 0) && (*(int *)(this + 0x17e0) == 2)) {
      StopSound(this,(CSoundPatch **)(this + 0x17f8),0.0);
      StopSound(this,(CSoundPatch **)(this + 0x17fc),0.0);
      StartSound(this,(CSoundPatch **)(this + 0x17fc),"Chainsaw.FullThrottle");
      local_10 = 0x3f800000;
      iVar3 = memcmp(this + 0x182c,&local_10,4);
      if (iVar3 != 0) {
        if (this[0x6c] == (CChainsaw)0x0) {
          pCVar1 = *(CBaseEdict **)(this + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar3 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CChainsaw)((byte)this[0x70] | 1);
        }
        *(undefined4 *)(this + 0x182c) = 0x3f800000;
      }
      *(undefined4 *)(this + 0x17ec) = 0;
      if (*(int *)(this + 0x17e0) != 3) {
        if (this[0x6c] == (CChainsaw)0x0) {
          pCVar1 = *(CBaseEdict **)(this + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar3 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CChainsaw)((byte)this[0x70] | 1);
        }
        *(undefined4 *)(this + 0x17e0) = 3;
      }
      CBasePlayer::RumbleEffect(*(CBasePlayer **)(this + 0x1804),'\x1e','\0','\x01');
      CBasePlayer::RumbleEffect(*(CBasePlayer **)(this + 0x1804),'\x1f','\0','\x02');
      lVar4 = (longdouble)CountdownTimer::Now();
      if ((float)lVar4 + 2.0 != *(float *)(this + 0x184c)) {
        (**(code **)(*(int *)(this + 0x1844) + 4))(this + 0x1844,this + 0x184c);
        *(float *)(this + 0x184c) = (float)lVar4 + 2.0;
      }
      if (*(float *)(this + 0x1848) != 2.0) {
        (**(code **)(*(int *)(this + 0x1844) + 4))(this + 0x1844,this + 0x1848);
        *(undefined4 *)(this + 0x1848) = 0x40000000;
      }
    }
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)