CRifle_M60::PrimaryAttack
0x00557630 · 434 bytes · __thiscall
_ZN10CRifle_M6013PrimaryAttackEv
Decompiled
undefined (1 param)
/* CRifle_M60::PrimaryAttack() */
void __thiscall CRifle_M60::PrimaryAttack(CRifle_M60 *this)
{
code *pcVar1;
char cVar2;
CCSPlayer *this_00;
longdouble lVar3;
CAI_Concept local_24 [20];
CTerrorGun::PrimaryAttack((CTerrorGun *)this);
if ((this[0x1532] != (CRifle_M60)0x0) && (*(float *)(this + 0x17fc) <= 0.0)) {
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + 2.0 != *(float *)(this + 0x17fc)) {
(**(code **)(*(int *)(this + 0x17f4) + 4))(this + 0x17f4,this + 0x17fc);
*(float *)(this + 0x17fc) = (float)lVar3 + 2.0;
}
if (*(float *)(this + 0x17f8) != 2.0) {
(**(code **)(*(int *)(this + 0x17f4) + 4))(this + 0x17f4,this + 0x17f8);
*(undefined4 *)(this + 0x17f8) = 0x40000000;
}
}
this_00 = (CCSPlayer *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
if (this_00 != (CCSPlayer *)0x0) {
cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar2 != '\0') {
if (0.0 < *(float *)(this + 0x17fc)) {
lVar3 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x17fc) <= (float)lVar3) {
pcVar1 = *(code **)(*(int *)this_00 + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"MGUsed");
(*pcVar1)(this_00,local_24,1,0,0,0,0);
}
}
if (*(int *)(this + 0x1420) == 0) {
CCSPlayer::DropWeapon(this_00,(CBaseCombatWeapon *)this,true,(Vector *)0x0);
CBaseCombatCharacter::SwitchToNextBestWeapon
((CBaseCombatCharacter *)this_00,(CBaseCombatWeapon *)0x0);
CBaseEntity::SUB_StartFadeOut((CBaseEntity *)this,2.0,false);
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.