CHunterClaw::OnLungedPlayer
0x0053ee70 · 317 bytes · __thiscall
_ZN11CHunterClaw14OnLungedPlayerEv
Decompiled
undefined (1 param)
/* CHunterClaw::OnLungedPlayer() */
void __thiscall CHunterClaw::OnLungedPlayer(CHunterClaw *this)
{
uint uVar1;
int iVar2;
undefined *puVar3;
longdouble lVar4;
iVar2 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (iVar2 != 0) {
iVar2 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (*(char *)(iVar2 + 0x3e78) != '\0') {
return;
}
iVar2 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
uVar1 = *(uint *)(iVar2 + 0x3e64);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
return;
}
}
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 < *(float *)(this + 0x17e4)) {
return;
}
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + 1.0 != *(float *)(this + 0x17e4)) {
(**(code **)(*(int *)(this + 0x17dc) + 4))(this + 0x17dc,this + 0x17e4);
*(float *)(this + 0x17e4) = (float)lVar4 + 1.0;
}
if (*(float *)(this + 0x17e0) != 1.0) {
(**(code **)(*(int *)(this + 0x17dc) + 4))(this + 0x17dc,this + 0x17e0);
*(undefined4 *)(this + 0x17e0) = 0x3f800000;
}
(**(code **)(*(int *)this + 0x3f0))(this,0x321);
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.