L L4D2node

CTerrorGun::Use

0x00564d90 · 417 bytes · __cdecl

_ZN10CTerrorGun3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CTerrorGun::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CTerrorGun::Use(CBaseEntity *param_1,CCSPlayer *param_2)

{
  code *pcVar1;
  CBaseEdict *this;
  char cVar2;
  int iVar3;
  int *piVar4;
  int iVar5;
  undefined4 *puVar6;
  undefined4 uVar7;
  int iVar8;
  int iVar9;
  
  if (((param_2 != (CCSPlayer *)0x0) &&
      (cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar2 != '\0')) &&
     (cVar2 = (**(code **)(*(int *)param_2 + 0x464))(param_2,param_1), cVar2 != '\0')) {
    cVar2 = (**(code **)(*(int *)param_1 + 0x70c))(param_1);
    if (cVar2 != '\0') {
      iVar3 = (**(code **)(*(int *)param_1 + 0x638))(param_1);
      piVar4 = (int *)CCSPlayer::GetCSWeapon(param_2,iVar3);
      if (((piVar4 != (int *)0x0) &&
          (piVar4 = (int *)(**(code **)(*piVar4 + 0x500))(piVar4), piVar4 != (int *)0x0)) &&
         (*(char *)((int)piVar4 + 0x17e1) == '\0')) {
        cVar2 = (**(code **)(*piVar4 + 0x71c))(piVar4);
        if (cVar2 == '\0') {
          return;
        }
        UTIL_Remove(param_1);
        return;
      }
    }
    (**(code **)(*(int *)param_2 + 0x468))(param_2,param_1);
    iVar3 = *(int *)(param_1 + 0x14fc);
    if ((iVar3 != 0) && (iVar5 = (**(code **)(*(int *)param_1 + 0x55c))(param_1), iVar5 != -1)) {
      if (*(int *)(param_1 + 0x14fc) != 0) {
        if (param_1[0x6c] == (CBaseEntity)0x0) {
          this = *(CBaseEdict **)(param_1 + 0x30);
          if (this != (CBaseEdict *)0x0) {
            *(uint *)this = *(uint *)this | 0x101;
            iVar8 = CBaseEdict::GetChangeAccessor(this);
            *(undefined2 *)(iVar8 + 2) = 0;
          }
        }
        else {
          param_1[0x70] = (CBaseEntity)((byte)param_1[0x70] | 1);
        }
        *(undefined4 *)(param_1 + 0x14fc) = 0;
      }
      puVar6 = (undefined4 *)GetAmmoDef();
      pcVar1 = *(code **)*puVar6;
      uVar7 = (**(code **)(*(int *)param_1 + 0x55c))(param_1);
      iVar8 = (*pcVar1)(puVar6,uVar7,param_2);
      iVar9 = (**(code **)(*(int *)param_1 + 0x510))(param_1);
      iVar8 = (iVar8 + iVar9) - *(int *)(param_1 + 0x1420);
      if (-1 < iVar8) {
        iVar9 = (**(code **)(*(int *)param_1 + 0x55c))(param_1);
        iVar9 = CBaseCombatCharacter::GetAmmoCount((CBaseCombatCharacter *)param_2,iVar9);
        iVar3 = iVar3 + iVar9;
        if (iVar8 < iVar3) {
          iVar3 = iVar8;
        }
        CBaseCombatCharacter::SetAmmoCount((CBaseCombatCharacter *)param_2,iVar3,iVar5);
        return;
      }
    }
  }
  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)