CChainsaw::SecondaryAttack
0x00532c40 · 113 bytes · __thiscall
_ZN9CChainsaw15SecondaryAttackEv
Decompiled
undefined (1 param)
/* CChainsaw::SecondaryAttack() */
void __thiscall CChainsaw::SecondaryAttack(CChainsaw *this)
{
char cVar1;
int *piVar2;
piVar2 = *(int **)(this + 0x1804);
if (piVar2 == (int *)0x0) {
return;
}
if (*(int *)(this + 0x17e0) == 3) {
StopAttack(this);
piVar2 = *(int **)(this + 0x1804);
if (piVar2 == (int *)0x0) {
CTerrorWeapon::SecondaryAttack((CTerrorWeapon *)this);
return;
}
}
cVar1 = (**(code **)(*piVar2 + 0x8d8))(piVar2);
if (cVar1 != '\0') {
(**(code **)(*(int *)this + 0x3f0))(this,0xc0);
}
CTerrorWeapon::SecondaryAttack((CTerrorWeapon *)this);
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.