CItemDefibrillator::Operator_HandleAnimEvent
0x00541b50 · 236 bytes · __thiscall
_ZN18CItemDefibrillator24Operator_HandleAnimEventEP11animevent_tP20CBaseCombatCharacter
Decompiled
undefined (3 params)
/* CItemDefibrillator::Operator_HandleAnimEvent(animevent_t*, CBaseCombatCharacter*) */
void __thiscall
CItemDefibrillator::Operator_HandleAnimEvent
(CItemDefibrillator *this,animevent_t *param_1,CBaseCombatCharacter *param_2)
{
int iVar1;
char cVar2;
int *piVar3;
int iVar4;
undefined4 local_20 [3];
undefined4 local_14;
undefined4 local_10;
iVar4 = IPredictionSystem::g_pPredictionSystems;
iVar1 = IPredictionSystem::g_pPredictionSystems;
if (*(int *)param_1 == 0x49) {
for (; iVar1 != 0; iVar1 = *(int *)(iVar1 + 4)) {
*(int *)(iVar1 + 0x10) = *(int *)(iVar1 + 0x10) + 1;
}
/* try { // try from 00541ba8 to 00541c21 has its CatchHandler @ 00541c41 */
if ((param_2 != (CBaseCombatCharacter *)0x0) &&
(cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2),
iVar4 = IPredictionSystem::g_pPredictionSystems, cVar2 != '\0')) {
CBaseEntity::EmitSound((CBaseEntity *)param_2,"Defibrillator.Use",0.0,(float *)0x0);
piVar3 = (int *)CTerrorPlayer::GetEntityIAmPerformingActionOn((CTerrorPlayer *)param_2);
iVar4 = IPredictionSystem::g_pPredictionSystems;
if (piVar3 != (int *)0x0) {
local_20[0] = 0;
local_14 = 0xffffffff;
local_10 = 0;
(**(code **)(*piVar3 + 0xb4))(piVar3,"Shock",this,this,local_20,0);
iVar4 = IPredictionSystem::g_pPredictionSystems;
}
}
if (iVar4 != 0) {
do {
*(int *)(iVar4 + 0x10) = *(int *)(iVar4 + 0x10) + -1;
iVar4 = *(int *)(iVar4 + 4);
} while (iVar4 != 0);
return;
}
}
else {
CTerrorWeapon::Operator_HandleAnimEvent((animevent_t *)this,(CBaseCombatCharacter *)param_1);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.