L L4D2node

CChainsaw::DebugChainsaw

0x00532e30 · 1329 bytes · __thiscall

_ZN9CChainsaw13DebugChainsawEb

Decompiled

undefined (2 params)

/* CChainsaw::DebugChainsaw(bool) */

void __thiscall CChainsaw::DebugChainsaw(CChainsaw *this,bool param_1)

{
  float fVar1;
  float fVar2;
  CBaseEntity *pCVar3;
  code *pcVar4;
  char cVar5;
  undefined4 uVar6;
  CStudioHdr *pCVar7;
  int iVar8;
  CBaseAnimatingOverlay *this_00;
  char cVar9;
  CStudioHdr *pCVar10;
  longdouble lVar11;
  char *pcVar12;
  
  cVar9 = (-!param_1 & 0xfU) + 6;
  if (*(int *)(this + 0x30) == 0) {
    iVar8 = 0;
  }
  else {
    iVar8 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  (**(code **)(*engine + 0xbc))
            (engine,(-!param_1 & 0xfU) + 5,"-------------- SERVER (%d)frame %d --------------",iVar8
             ,*(undefined4 *)(gpGlobals + 4));
  iVar8 = *(int *)(this + 0x17e0);
  if (iVar8 == 1) {
    iVar8 = *engine;
    pcVar12 = "STARTUP";
  }
  else if (iVar8 < 2) {
    if (iVar8 != 0) goto LAB_00532eeb;
    iVar8 = *engine;
    pcVar12 = "INACTIVE";
  }
  else if (iVar8 == 2) {
    iVar8 = *engine;
    pcVar12 = "IDLE";
  }
  else {
    if (iVar8 != 3) goto LAB_00532eeb;
    iVar8 = *engine;
    pcVar12 = "ACTIVE";
  }
  (**(code **)(iVar8 + 0xbc))(engine,cVar9,"State: %s",pcVar12);
  cVar9 = (-!param_1 & 0xfU) + 7;
LAB_00532eeb:
  pCVar3 = *(CBaseEntity **)(this + 0x1804);
  if (pCVar3 == (CBaseEntity *)0x0) {
    (**(code **)(*engine + 0xbc))(engine,cVar9,"Owner: NONE");
  }
  else {
    pcVar4 = *(code **)(*engine + 0xbc);
    if (*(int *)(pCVar3 + 0x30) == 0) {
      iVar8 = 0;
    }
    else {
      iVar8 = *(int *)(pCVar3 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    uVar6 = CBaseEntity::GetDebugName(pCVar3);
    (*pcVar4)(engine,cVar9,"Owner: %s (%d)",uVar6,iVar8);
  }
  (**(code **)(*engine + 0xbc))
            (engine,cVar9 + '\x01',"PP_IDLE: %2.2f\n",(double)*(float *)(this + 0x1820));
  (**(code **)(*engine + 0xbc))
            (engine,cVar9 + '\x02',"PP_ATTACK: %2.2f\n",(double)*(float *)(this + 0x1824));
  pcVar12 = "ACT_MP_GESTURE_VC_NODYES";
  if (this[0x17dc] == (CChainsaw)0x0) {
    pcVar12 = "ACT_MP_GESTURE_VC_NODNO";
  }
  (**(code **)(*engine + 0xbc))(engine,cVar9 + '\x03',"Deployed: %s",pcVar12 + 0x15);
  pcVar4 = *(code **)(*engine + 0xbc);
  cVar5 = (**(code **)(*(int *)this + 0x434))(this);
  pcVar12 = "ACT_MP_GESTURE_VC_NODYES";
  if (cVar5 == '\0') {
    pcVar12 = "ACT_MP_GESTURE_VC_NODNO";
  }
  (*pcVar4)(engine,cVar9 + '\x04',"Visible: %s",pcVar12 + 0x15);
  pcVar12 = "ACT_MP_GESTURE_VC_NODYES";
  if (this[0x17e4] == (CChainsaw)0x0) {
    pcVar12 = "ACT_MP_GESTURE_VC_NODNO";
  }
  (**(code **)(*engine + 0xbc))(engine,cVar9 + '\x05',"Hitting: %s",pcVar12 + 0x15);
  (**(code **)(*engine + 0xbc))
            (engine,cVar9 + '\x06',"AmmoUseAccum: %2.2f",(double)*(float *)(this + 0x17e8));
  (**(code **)(*engine + 0xbc))
            (engine,cVar9 + '\a',"HitIntervalAccum: %2.2f",(double)*(float *)(this + 0x17ec));
  (**(code **)(*engine + 0xbc))(engine,cVar9 + '\b',"Pitch: %d%%",*(undefined4 *)(this + 0x180c));
  fVar1 = *(float *)(this + 0x1818);
  pcVar4 = *(code **)(*engine + 0xbc);
  lVar11 = (longdouble)CountdownTimer::Now();
  (*pcVar4)(engine,cVar9 + '\t',"PitchDownTimer: %2.2f\n",(double)(fVar1 - (float)lVar11));
  pCVar3 = *(CBaseEntity **)(this + 0x1808);
  if (pCVar3 != (CBaseEntity *)0x0) {
    pCVar7 = *(CStudioHdr **)(pCVar3 + 0x13e0);
    this_00 = (CBaseAnimatingOverlay *)pCVar3;
    if (pCVar7 == (CStudioHdr *)0x0) {
      iVar8 = CBaseEntity::GetModel(pCVar3);
      if (iVar8 == 0) {
        this_00 = *(CBaseAnimatingOverlay **)(this + 0x1808);
        pCVar7 = *(CStudioHdr **)(pCVar3 + 0x13e0);
      }
      else {
        CBaseAnimating::LockStudioHdr((CBaseAnimating *)pCVar3);
        this_00 = *(CBaseAnimatingOverlay **)(this + 0x1808);
        pCVar7 = *(CStudioHdr **)(pCVar3 + 0x13e0);
      }
    }
    pCVar10 = (CStudioHdr *)0x0;
    if ((pCVar7 != (CStudioHdr *)0x0) && (*(int *)pCVar7 != 0)) {
      pCVar10 = pCVar7;
    }
    iVar8 = CBaseAnimatingOverlay::GetAnimOverlay(this_00,0);
    fVar1 = *(float *)(iVar8 + 0x14);
    fVar2 = *(float *)(iVar8 + 0xc);
    pcVar4 = *(code **)(*engine + 0xbc);
    uVar6 = GetSequenceName(pCVar10,*(int *)(iVar8 + 8));
    (*pcVar4)(engine,cVar9 + '\n',"FIRE_LAYER: %s %c(c%2.2f, w%2.2f)",uVar6,(double)fVar2,
              (double)fVar1);
    iVar8 = CBaseAnimatingOverlay::GetAnimOverlay(*(CBaseAnimatingOverlay **)(this + 0x1808),2);
    fVar1 = *(float *)(iVar8 + 0x14);
    fVar2 = *(float *)(iVar8 + 0xc);
    pcVar4 = *(code **)(*engine + 0xbc);
    uVar6 = GetSequenceName(pCVar10,*(int *)(iVar8 + 8));
    (*pcVar4)(engine,cVar9 + '\v',"FIDGET_LAYER: %s %c(c%2.2f, w%2.2f)",uVar6,(double)fVar2,
              (double)fVar1);
  }
  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)