L L4D2node

CTankClaw::DoSwing

0x0055f9e0 · 247 bytes · __thiscall

_ZN9CTankClaw7DoSwingEv

Decompiled

undefined (1 param)

/* CTankClaw::DoSwing() */

void __thiscall CTankClaw::DoSwing(CTankClaw *this)

{
  char cVar1;
  CBaseAnimating *this_00;
  int iVar2;
  char *pcVar3;
  char *local_40;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  QAngle local_28 [24];
  
  this_00 = (CBaseAnimating *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (this_00 == (CBaseAnimating *)0x0) {
    return;
  }
  if (((*(CMultiPlayerAnimState **)(this_00 + 0x2910) == (CMultiPlayerAnimState *)0x0) ||
      (iVar2 = CMultiPlayerAnimState::GetGestureAnimLayer
                         (*(CMultiPlayerAnimState **)(this_00 + 0x2910),0), iVar2 == 0)) ||
     (1 < *(int *)(iVar2 + 8) - 0x2cU)) {
    local_40 = "ValveBiped.Bip01_R_Hand";
    pcVar3 = "rhand";
  }
  else {
    local_40 = "ValveBiped.Bip01_L_Hand";
    pcVar3 = "lhand";
  }
  cVar1 = CBaseAnimating::GetAttachment(this_00,pcVar3,(Vector *)&local_34,local_28);
  if (cVar1 == '\0') {
    iVar2 = CBaseAnimating::LookupBone(this_00,local_40);
    if (iVar2 < 0) {
      return;
    }
    CBaseAnimating::GetBonePosition(this_00,iVar2,(Vector *)&local_34,local_28);
  }
  SweepFist(this,(Vector *)(this + 0x1814),(Vector *)&local_34);
  *(undefined4 *)(this + 0x1814) = local_34;
  *(undefined4 *)(this + 0x1818) = local_30;
  *(undefined4 *)(this + 0x181c) = local_2c;
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)