CPropMinigun::UpdateHeat
0x00548bb0 · 503 bytes · __thiscall
_ZN12CPropMinigun10UpdateHeatEf
Decompiled
undefined (2 params)
/* CPropMinigun::UpdateHeat(float) */
void __thiscall CPropMinigun::UpdateHeat(CPropMinigun *this,float param_1)
{
CBaseEdict *pCVar1;
int iVar2;
float fVar3;
float fVar4;
if ((this[0x15dc] == (CPropMinigun)0x0) ||
(*(float *)(this + 0x1610) < *(float *)(MinigunFiringSpeed._28_4_ + 0x2c))) {
fVar4 = *(float *)(this + 0x15e0);
fVar3 = fVar4 - param_1 / *(float *)(MinigunCooldownTime._28_4_ + 0x2c);
if (fVar3 <= 0.0) {
fVar3 = 0.0;
}
if (fVar4 != fVar3) {
if (this[0x6c] == (CPropMinigun)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPropMinigun)((byte)this[0x70] | 1);
}
*(float *)(this + 0x15e0) = fVar3;
fVar4 = fVar3;
}
}
else {
fVar4 = *(float *)(this + 0x15e0);
fVar3 = param_1 / *(float *)(MinigunOverheatTime._28_4_ + 0x2c) + fVar4;
if (1.0 <= fVar3) {
fVar3 = 1.0;
}
if (fVar4 != fVar3) {
if (this[0x6c] == (CPropMinigun)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPropMinigun)((byte)this[0x70] | 1);
}
*(float *)(this + 0x15e0) = fVar3;
fVar4 = fVar3;
}
}
if (fVar4 == 0.0) {
if (this[0x15dd] != (CPropMinigun)0x0) {
if (this[0x6c] == (CPropMinigun)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPropMinigun)((byte)this[0x70] | 1);
}
this[0x15dd] = (CPropMinigun)0x0;
return;
}
}
else if (fVar4 == 1.0) {
if (this[0x15dd] != (CPropMinigun)0x1) {
if (this[0x6c] == (CPropMinigun)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPropMinigun)((byte)this[0x70] | 1);
}
this[0x15dd] = (CPropMinigun)0x1;
}
if (this[0x15dc] != (CPropMinigun)0x0) {
if (this[0x6c] == (CPropMinigun)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPropMinigun)((byte)this[0x70] | 1);
}
this[0x15dc] = (CPropMinigun)0x0;
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
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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
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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.