CGasCan::Equip
0x00538760 · 369 bytes · __thiscall
_ZN7CGasCan5EquipEP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* CGasCan::Equip(CBaseCombatCharacter*) */
void __thiscall CGasCan::Equip(CGasCan *this,CBaseCombatCharacter *param_1)
{
code *pcVar1;
char cVar2;
CBaseEntity *pCVar3;
undefined4 *puVar4;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
pCVar3 = (CBaseEntity *)(**(code **)(*(int *)this + 0x72c))(this);
if (pCVar3 != (CBaseEntity *)0x0) {
local_30[0] = 0;
local_24 = 0xffffffff;
local_20 = 0;
CBaseEntity::FireNamedOutput(pCVar3,"OnItemPickedUp",(CAI_Concept *)local_30,0,0,0);
if (*(int *)(scavenge_cluster_remove_on_pour._28_4_ + 0x30) == 0) {
local_30[0] = 0xffffffff;
puVar4 = (undefined4 *)(**(code **)(*(int *)pCVar3 + 0xc))(pCVar3);
local_30[0] = *puVar4;
CDirectorScavengeMode::ClearScavengeItem
(*(CDirectorScavengeMode **)(TheDirector + 0x644),(CAI_Concept *)local_30);
}
if (param_1 != (CBaseCombatCharacter *)0x0) {
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar2 != '\0') {
pcVar1 = *(code **)(*(int *)param_1 + 0x7b4);
CAI_Concept::CAI_Concept((CAI_Concept *)local_30,"PlayerEquippedScavengeItem");
(*pcVar1)(param_1,(CAI_Concept *)local_30,1,0,0,0,0);
}
}
}
this[0x1824] = (CGasCan)0x1;
*(undefined4 *)(this + 0x1820) = 0;
CGlowProperty::SetGlowColorOverride((CGlowProperty *)(this + 0x1f0),0x80ff);
*(undefined4 *)(this + 0x1828) = 0;
if (this[0x204] != (CGasCan)0x0) {
(**(code **)(*(int *)(this + 0x1f0) + 4))((CGlowProperty *)(this + 0x1f0),this + 0x204);
this[0x204] = (CGasCan)0x0;
}
CCarriedPropWeapon::Equip((CCarriedPropWeapon *)this,param_1);
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.