CItemAmmoPack::OnActionComplete
0x00540160 · 669 bytes · __thiscall
_ZN13CItemAmmoPack16OnActionCompleteEP13CTerrorPlayerP11CBaseEntity
Decompiled
undefined (3 params)
/* CItemAmmoPack::OnActionComplete(CTerrorPlayer*, CBaseEntity*) */
void __thiscall
CItemAmmoPack::OnActionComplete(CItemAmmoPack *this,CTerrorPlayer *param_1,CBaseEntity *param_2)
{
code *pcVar1;
CBaseEdict *this_00;
char cVar2;
int *piVar3;
undefined4 uVar4;
CBaseCombatWeapon *this_01;
char *pcVar5;
undefined4 *puVar6;
int iVar7;
CAmmoDef *this_02;
int iVar8;
int iVar9;
int local_50;
CAI_Concept local_4c [8];
undefined4 local_44;
undefined4 local_40;
CAI_Concept local_3c [44];
if (param_2 != (CBaseEntity *)0x0) {
cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
if (cVar2 != '\0') goto LAB_00540187;
}
param_2 = (CBaseEntity *)0x0;
LAB_00540187:
piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"ammo_pack_used",0,0);
if (piVar3 != (int *)0x0) {
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
(*pcVar1)(piVar3,"userid",uVar4);
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
(*pcVar1)(piVar3,"subject",uVar4);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
}
this_01 = (CBaseCombatWeapon *)(**(code **)(*(int *)param_2 + 0x484))(param_2,0);
if (this_01 != (CBaseCombatWeapon *)0x0) {
cVar2 = CBaseCombatWeapon::UsesPrimaryAmmo(this_01);
if (cVar2 != '\0') {
iVar7 = (**(code **)(*(int *)this_01 + 0x55c))(this_01);
this_02 = (CAmmoDef *)GetAmmoDef();
iVar8 = CAmmoDef::GetAmmoOfIndex(this_02,iVar7);
if (iVar8 != 0) {
local_50 = *(int *)(iVar8 + 0x24);
if (*(int *)(iVar8 + 0x30) != 0) {
local_50 = *(int *)(*(int *)(*(int *)(iVar8 + 0x30) + 0x1c) + 0x30);
}
iVar8 = (**(code **)(*(int *)this_01 + 0x510))(this_01);
if (iVar8 != *(int *)(this_01 + 0x1420)) {
if (this_01[0x6c] == (CBaseCombatWeapon)0x0) {
this_00 = *(CBaseEdict **)(this_01 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar9 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar9 + 2) = 0;
}
}
else {
this_01[0x70] = (CBaseCombatWeapon)((byte)this_01[0x70] | 1);
}
*(int *)(this_01 + 0x1420) = iVar8;
}
(**(code **)(*(int *)param_2 + 0x450))(param_2,iVar8,iVar7);
CBaseCombatCharacter::SetAmmoCount((CBaseCombatCharacter *)param_2,local_50,iVar7);
}
}
}
pcVar1 = *(code **)(*(int *)param_2 + 0x7b4);
CAI_Concept::CAI_Concept(local_3c,"GivenAmmo");
(*pcVar1)(param_2,local_3c,1,0,0,0,0);
if (param_1 != (CTerrorPlayer *)param_2) {
AI_CriteriaSet::AI_CriteriaSet((AI_CriteriaSet *)local_3c);
/* try { // try from 005402b4 to 00540336 has its CatchHandler @ 00540416 */
pcVar5 = (char *)SurvivorCharacterName(*(undefined4 *)(param_1 + 0x2ba0));
AI_CriteriaSet::AppendCriteria((AI_CriteriaSet *)local_3c,"Subject",pcVar5,1.0);
puVar6 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
uVar4 = *puVar6;
CAI_Concept::CAI_Concept(local_4c,"GivenAmmoDelayed");
local_44 = 2;
local_40 = uVar4;
CResponseQueue::Add((CResponseQueue *)g_ResponseQueueManager._12_4_,local_4c,
(AI_CriteriaSet *)local_3c,*(float *)(gpGlobals + 0xc) + 1.0,
(CFollowupTargetSpec_t *)&local_44,(CBaseEntity *)param_1);
AI_CriteriaSet::~AI_CriteriaSet((AI_CriteriaSet *)local_3c);
}
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.