CPistol::PrimaryAttack
0x005554c0 · 258 bytes · __thiscall
_ZN7CPistol13PrimaryAttackEv
Decompiled
undefined (1 param)
/* CPistol::PrimaryAttack() */
void __thiscall CPistol::PrimaryAttack(CPistol *this)
{
CBaseEdict *this_00;
char cVar1;
int iVar2;
int iVar3;
CStudioHdr *pCVar4;
CStudioHdr *pCVar5;
longdouble lVar6;
float fVar7;
CTerrorGun::PrimaryAttack((CTerrorGun *)this);
cVar1 = (**(code **)(*(int *)this + 0x674))(this);
if (cVar1 == '\0') {
return;
}
if (*(int *)(this + 0x1420) != 1) {
return;
}
pCVar5 = *(CStudioHdr **)(this + 0x13e0);
iVar2 = *(int *)(this + 0x494);
fVar7 = *(float *)(gpGlobals + 0xc);
if (pCVar5 == (CStudioHdr *)0x0) {
iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar3 == 0) {
pCVar5 = *(CStudioHdr **)(this + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
pCVar5 = *(CStudioHdr **)(this + 0x13e0);
}
if (pCVar5 == (CStudioHdr *)0x0) {
pCVar4 = (CStudioHdr *)0x0;
goto LAB_00555523;
}
}
pCVar4 = (CStudioHdr *)0x0;
if (*(int *)pCVar5 != 0) {
pCVar4 = pCVar5;
}
LAB_00555523:
lVar6 = (longdouble)CBaseAnimating::SequenceDuration((CBaseAnimating *)this,pCVar4,iVar2);
fVar7 = fVar7 + -0.35 + (float)lVar6;
if (fVar7 == *(float *)(this + 0x142c)) {
return;
}
if (this[0x6c] == (CPistol)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPistol)((byte)this[0x70] | 1);
}
*(float *)(this + 0x142c) = fVar7;
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.