CJockeyClaw::TrySwing
0x00543520 · 143 bytes · __thiscall
_ZN11CJockeyClaw8TrySwingEfff
Decompiled
undefined (4 params)
/* CJockeyClaw::TrySwing(float, float, float) */
void __thiscall CJockeyClaw::TrySwing(CJockeyClaw *this,float param_1,float param_2,float param_3)
{
uint uVar1;
int iVar2;
undefined *puVar3;
iVar2 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (iVar2 != 0) {
uVar1 = *(uint *)(iVar2 + 0x3edc);
if ((((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) {
CTerrorWeapon::TrySwing((CTerrorWeapon *)this,param_1,param_2,param_3);
return;
}
}
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.