L L4D2node

CTankClaw::OnWindupFinished

0x005615f0 · 581 bytes · __thiscall

_ZN9CTankClaw16OnWindupFinishedEv

Decompiled

undefined (1 param)

/* CTankClaw::OnWindupFinished() */

void __thiscall CTankClaw::OnWindupFinished(CTankClaw *this)

{
  undefined4 uVar1;
  float fVar2;
  int iVar3;
  code *pcVar4;
  undefined4 uVar5;
  CBasePlayer *this_00;
  QAngle *pQVar6;
  undefined4 *puVar7;
  int *piVar8;
  undefined4 uStackY_90;
  float local_68;
  float local_64;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  undefined **local_50;
  CBasePlayer *local_4c;
  Vector local_48 [12];
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined1 local_28;
  int *local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  piVar8 = (int *)&stack0xffffff74;
  uStackY_90 = 0x561603;
  this_00 = (CBasePlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (this_00 != (CBasePlayer *)0x0) {
    uStackY_90 = 0x561623;
    CTerrorWeapon::StartSwingTimer((CTerrorWeapon *)this,*(float *)(this + 0x17e8));
    uVar5 = vec3_origin;
    uVar1 = HulkSwingRange._28_4_;
    this[0x1578] = (CTankClaw)0x1;
    *(undefined4 *)(this + 0x156c) = uVar5;
    uVar5 = DAT_01053d4c;
    *(undefined4 *)(this + 0x178c) = 0;
    *(undefined4 *)(this + 0x1570) = uVar5;
    uVar5 = DAT_01053d50;
    *(undefined4 *)(this + 0x1788) = 0;
    *(undefined4 *)(this + 0x1574) = uVar5;
    uVar1 = *(undefined4 *)(uVar1 + 0x2c);
    local_50 = &PTR_operator___00c22340;
    local_20 = 0;
    local_1c = 0;
    local_18 = 0;
    local_14 = 0;
    local_10 = 0;
                    /* try { // try from 005616af to 005616c3 has its CatchHandler @ 0056183f */
    uStackY_90 = 0x5616b5;
    local_4c = this_00;
    pQVar6 = (QAngle *)(**(code **)(*(int *)this_00 + 0x238))();
    uStackY_90 = 0x5616c4;
    AngleVectors(pQVar6,local_48);
    local_3c = 2;
    local_38 = 0x3f4ccccd;
    local_34 = 0x3f4ccccd;
    local_24 = (int *)0x0;
    local_2c = 0x42480000;
    local_28 = 0;
                    /* try { // try from 005616fb to 00561800 has its CatchHandler @ 00561854 */
    uStackY_90 = 0x561700;
    local_30 = uVar1;
    ForEachTerrorPlayer<TargetScan<CTerrorPlayer>>((TargetScan *)&local_50);
    if (local_24 == (int *)0x0) {
      uStackY_90 = 0x5617bf;
      CBasePlayer::EyeVectors(this_00,(Vector *)&local_68,(Vector *)0x0,(Vector *)0x0);
      fVar2 = *(float *)(HulkSwingRange._28_4_ + 0x2c);
      uStackY_90 = 0x561801;
      (**(code **)(*(int *)this_00 + 0x234))();
      piVar8 = &uStackY_90;
      *(float *)(this + 0x1818) = local_64 * fVar2 + local_58;
      *(float *)(this + 0x181c) = fVar2 * local_60 + local_54;
      *(float *)(this + 0x1814) = local_68 * fVar2 + local_5c;
    }
    else {
      uStackY_90 = 0x561716;
      puVar7 = (undefined4 *)(**(code **)(*local_24 + 0x288))();
      *(undefined4 *)(this + 0x1814) = *puVar7;
      *(undefined4 *)(this + 0x1818) = puVar7[1];
      *(undefined4 *)(this + 0x181c) = puVar7[2];
    }
    this[0x1820] = (CTankClaw)0x0;
    this[0x1821] = (CTankClaw)0x0;
    if (this[0x17f0] == (CTankClaw)0x0) {
      iVar3 = *(int *)this;
      *piVar8 = (int)this;
      pcVar4 = *(code **)(iVar3 + 0x6e4);
      piVar8[-1] = 0x56175e;
      (*pcVar4)();
    }
    else {
      *piVar8 = (int)this;
      piVar8[-1] = 0x561798;
      GroundPound((CTankClaw *)*piVar8);
    }
    local_50 = &PTR_operator___00c22340;
    *piVar8 = (int)&local_20;
    local_14 = 0;
    piVar8[-1] = 0x561777;
    CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)*piVar8);
    *piVar8 = (int)&local_20;
    local_10 = local_20;
    piVar8[-1] = 0x561785;
    CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)*piVar8);
  }
  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)