CClaw::OnPrimaryAttack
0x00535280 · 458 bytes · __thiscall
_ZN5CClaw15OnPrimaryAttackEv
Decompiled
undefined (1 param)
/* CClaw::OnPrimaryAttack() */
void __thiscall CClaw::OnPrimaryAttack(CClaw *this)
{
code *pcVar1;
CTerrorPlayer *this_00;
int *piVar2;
undefined4 uVar3;
undefined4 *puVar4;
byte *pbVar5;
int iVar6;
byte *pbVar7;
byte *pbVar8;
bool bVar9;
bool bVar10;
byte bVar11;
longdouble lVar12;
Vector local_34 [8];
float local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
bVar11 = 0;
this_00 = (CTerrorPlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (this_00 != (CTerrorPlayer *)0x0) {
lVar12 = (longdouble)CTerrorPlayer::GetRunTopSpeed(this_00);
if (10.0 <= (float)lVar12) {
piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"weapon_fire",0,0);
if (piVar2 != (int *)0x0) {
pcVar1 = *(code **)(*piVar2 + 0x30);
uVar3 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this_00 + 0x30));
(*pcVar1)(piVar2,"userid",uVar3);
pbVar5 = *(byte **)(this + 0x7c);
bVar9 = false;
if (pbVar5 == (byte *)0x0) {
pbVar5 = &DAT_00d539c2;
}
else {
iVar6 = 7;
bVar10 = false;
pbVar7 = pbVar5;
pbVar8 = (byte *)"weapon_";
do {
if (iVar6 == 0) break;
iVar6 = iVar6 + -1;
bVar9 = *pbVar7 < *pbVar8;
bVar10 = *pbVar7 == *pbVar8;
pbVar7 = pbVar7 + (uint)bVar11 * -2 + 1;
pbVar8 = pbVar8 + (uint)bVar11 * -2 + 1;
} while (bVar10);
if ((!bVar9 && !bVar10) == bVar9) {
pbVar5 = pbVar5 + 7;
}
}
(**(code **)(*piVar2 + 0x3c))(piVar2,"weapon",pbVar5);
pcVar1 = *(code **)(*piVar2 + 0x30);
uVar3 = (**(code **)(*(int *)this + 0x638))(this);
(*pcVar1)(piVar2,"weaponid",uVar3);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar2,0);
}
uVar3 = *(undefined4 *)(ClawRange._28_4_ + 0x2c);
piVar2 = (int *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
puVar4 = (undefined4 *)(**(code **)(*piVar2 + 0x238))(piVar2);
local_28 = *puVar4;
local_24 = puVar4[1];
local_20 = puVar4[2];
AngleVectors((QAngle *)&local_28,local_34);
if (local_2c < -0.95) {
uVar3 = *(undefined4 *)(ClawRangeDown._28_4_ + 0x2c);
}
(**(code **)(*(int *)this + 0x6d4))
(this,*(undefined4 *)(ClawSwingInterval._28_4_ + 0x2c),
*(undefined4 *)(ClawSwingDuration._28_4_ + 0x2c),uVar3);
return;
}
}
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.