CItemAmmoPack::ShouldContinueAction
0x0053fc30 · 406 bytes · __thiscall
_ZN13CItemAmmoPack20ShouldContinueActionEP13CTerrorPlayerP11CBaseEntityi
Decompiled
undefined (4 params)
/* CItemAmmoPack::ShouldContinueAction(CTerrorPlayer*, CBaseEntity*, int) */
undefined4 __thiscall
CItemAmmoPack::ShouldContinueAction
(CItemAmmoPack *this,CTerrorPlayer *param_1,CBaseEntity *param_2,int param_3)
{
code *pcVar1;
int iVar2;
char cVar3;
undefined4 uVar4;
CBaseCombatWeapon *this_00;
int *piVar5;
undefined4 uVar6;
int iVar7;
CBaseEntity *pCVar8;
uVar4 = CBaseBackpackItem::ShouldContinueAction((CBaseBackpackItem *)this,param_1,param_2,param_3)
;
if ((char)uVar4 != '\0') {
if ((param_2 == (CBaseEntity *)0x0) ||
(cVar3 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), pCVar8 = param_2, cVar3 == '\0')) {
pCVar8 = (CBaseEntity *)0x0;
}
this_00 = (CBaseCombatWeapon *)(**(code **)(*(int *)pCVar8 + 0x484))(pCVar8,0);
if ((this_00 != (CBaseCombatWeapon *)0x0) &&
(cVar3 = CBaseCombatWeapon::UsesPrimaryAmmo(this_00), cVar3 != '\0')) {
pcVar1 = *(code **)(*g_pGameRules + 0x178);
uVar6 = (**(code **)(*(int *)this_00 + 0x55c))(this_00);
cVar3 = (*pcVar1)(g_pGameRules,pCVar8,uVar6);
if (cVar3 != '\0') {
return uVar4;
}
iVar2 = *(int *)(this_00 + 0x1420);
iVar7 = (**(code **)(*(int *)this_00 + 0x510))(this_00);
if (iVar2 < iVar7) {
return uVar4;
}
}
}
if ((param_2 == (CBaseEntity *)0x0) ||
(cVar3 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar3 == '\0')) {
param_2 = (CBaseEntity *)0x0;
}
piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"heal_interrupted",0,0);
if (piVar5 != (int *)0x0) {
pcVar1 = *(code **)(*piVar5 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
(*pcVar1)(piVar5,"userid",uVar4);
pcVar1 = *(code **)(*piVar5 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
(*pcVar1)(piVar5,"subject",uVar4);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
}
return 0;
}
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.