CTerrorGun::AddUpgrade
0x00564680 · 367 bytes · __thiscall
_ZN10CTerrorGun10AddUpgradeE19SurvivorUpgradeType
Decompiled
undefined (2 params)
/* CTerrorGun::AddUpgrade(SurvivorUpgradeType) */
undefined4 __thiscall CTerrorGun::AddUpgrade(CTerrorGun *this,int param_2)
{
CTerrorGun *pCVar1;
CBaseEdict *this_00;
char cVar2;
int *piVar3;
undefined4 uVar4;
int iVar5;
uint uVar6;
int *piVar7;
uint uVar8;
piVar3 = (int *)GetUpgradeInfo(param_2);
if (piVar3 == (int *)0x0) {
LAB_00564786:
uVar4 = 0;
}
else {
if ((code *)piVar3[3] != (code *)0x0) {
cVar2 = (*(code *)piVar3[3])(this);
if (cVar2 == '\0') goto LAB_00564786;
}
cVar2 = (**(code **)(*(int *)this + 0x6b4))(this,param_2);
if (cVar2 != '\0') {
if ((char)piVar3[7] == '\0') goto LAB_00564786;
(**(code **)(*(int *)this + 0x6ac))(this,param_2);
if ((code *)piVar3[5] != (code *)0x0) {
(*(code *)piVar3[5])(this);
}
}
if (piVar3[6] != 0) {
piVar7 = &UpgradeDatabase;
do {
if (*piVar7 != *piVar3) {
cVar2 = (**(code **)(*(int *)this + 0x6b4))(this,*piVar7);
if ((cVar2 != '\0') && (piVar7[6] == piVar3[6])) {
(**(code **)(*(int *)this + 0x6ac))(this,*piVar7);
if ((code *)piVar7[5] != (code *)0x0) {
(*(code *)piVar7[5])(this);
}
}
}
piVar7 = piVar7 + 9;
} while (piVar7 != (int *)&DAT_00f1c30c);
}
if ((code *)piVar3[4] != (code *)0x0) {
(*(code *)piVar3[4])(this);
}
uVar8 = 1 << ((byte)param_2 & 0x1f);
pCVar1 = this + (param_2 >> 5) * 4 + 0x17e4;
uVar6 = *(uint *)pCVar1;
uVar4 = 1;
if ((uVar6 & uVar8) == 0) {
if (this[0x6c] == (CTerrorGun)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar5 + 2) = 0;
uVar6 = *(uint *)pCVar1;
}
}
else {
this[0x70] = (CTerrorGun)((byte)this[0x70] | 1);
uVar6 = *(uint *)pCVar1;
}
*(uint *)pCVar1 = uVar8 | uVar6;
return 1;
}
}
return uVar4;
}
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.