CRifle_Desert::PrimaryAttack
0x005570b0 · 262 bytes · __thiscall
_ZN13CRifle_Desert13PrimaryAttackEv
Decompiled
undefined (1 param)
/* CRifle_Desert::PrimaryAttack() */
void __thiscall CRifle_Desert::PrimaryAttack(CRifle_Desert *this)
{
float fVar1;
CBaseEdict *this_00;
char cVar2;
int *piVar3;
int iVar4;
longdouble lVar5;
float fVar6;
piVar3 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (piVar3 != (int *)0x0) {
cVar2 = (**(code **)(*piVar3 + 0x840))(piVar3);
if (cVar2 != '\0') {
cVar2 = (**(code **)(*(int *)this + 0x434))(this);
if ((cVar2 != '\0') &&
(*(float *)(this + 0x17fc) < *(float *)(gpGlobals + 0xc) ||
*(float *)(this + 0x17fc) == *(float *)(gpGlobals + 0xc))) {
cVar2 = CTerrorWeapon::HelpingHandPrimaryAttack((CTerrorWeapon *)this);
if (cVar2 == '\0') {
CTerrorGun::FireBullet((CTerrorGun *)this);
lVar5 = (longdouble)(**(code **)(*(int *)this + 0x718))(this);
iVar4 = gpGlobals;
fVar1 = (float)lVar5;
fVar6 = *(float *)(gpGlobals + 0xc) + fVar1;
*(float *)(this + 0x17f4) = fVar6;
*(float *)(this + 0x17f8) = fVar1 + fVar1 + *(float *)(iVar4 + 0xc);
*(float *)(this + 0x17fc) = *(float *)(iVar4 + 0xc) + 0.35;
if (fVar6 != *(float *)(this + 0x13fc)) {
if (this[0x6c] == (CRifle_Desert)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CRifle_Desert)((byte)this[0x70] | 1);
}
*(float *)(this + 0x13fc) = fVar6;
}
}
}
}
}
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.