L L4D2node

CTerrorGun::UpdateDualWield

0x00564f40 · 489 bytes · __thiscall

_ZN10CTerrorGun15UpdateDualWieldEv

Decompiled

undefined (1 param)

/* CTerrorGun::UpdateDualWield() */

void __thiscall CTerrorGun::UpdateDualWield(CTerrorGun *this)

{
  code *pcVar1;
  CBaseEdict *pCVar2;
  char cVar3;
  CBaseCombatCharacter *this_00;
  CTerrorGun *pCVar4;
  int iVar5;
  undefined4 uVar6;
  int iVar7;
  int iVar8;
  
  if (this[0x17e1] == (CTerrorGun)0x0) {
    return;
  }
  if (this[0x1459] != (CTerrorGun)0x0) {
    return;
  }
  if (*(float *)(gpGlobals + 0xc) <= *(float *)(this + 0x13fc) &&
      *(float *)(this + 0x13fc) != *(float *)(gpGlobals + 0xc)) {
    return;
  }
  this_00 = (CBaseCombatCharacter *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (this_00 != (CBaseCombatCharacter *)0x0) {
    pCVar4 = (CTerrorGun *)CBaseCombatCharacter::GetActiveWeapon(this_00);
    if (this != pCVar4) {
      return;
    }
    cVar3 = (**(code **)(*(int *)this + 0x674))(this);
    if ((cVar3 == '\0') ||
       (cVar3 = CTerrorPlayer::CanDualWield((CTerrorPlayer *)this_00), cVar3 != '\0')) {
      cVar3 = (**(code **)(*(int *)this + 0x674))(this);
      if (cVar3 != '\0') {
        return;
      }
      cVar3 = CTerrorPlayer::CanDualWield((CTerrorPlayer *)this_00);
      if (cVar3 == '\0') {
        return;
      }
      if (this[0x17e0] != (CTerrorGun)0x1) {
        CServerNetworkProperty::NetworkStateChanged((short)this + 0x24);
        this[0x17e0] = (CTerrorGun)0x1;
      }
      iVar8 = *(int *)(this + 0x17e8);
      if ((0 < iVar8) &&
         (iVar7 = *(int *)(this + 0x1420), iVar5 = (**(code **)(*(int *)this + 0x510))(this),
         iVar8 + iVar7 <= iVar5)) {
        iVar8 = *(int *)(this + 0x17e8) + *(int *)(this + 0x1420);
        if (*(int *)(this + 0x1420) != iVar8) {
          CServerNetworkProperty::NetworkStateChanged((short)this + 0x24);
          *(int *)(this + 0x1420) = iVar8;
        }
        *(undefined4 *)(this + 0x17e8) = 0;
      }
    }
    else {
      if (this[0x17e0] != (CTerrorGun)0x0) {
        if (this[0x6c] == (CTerrorGun)0x0) {
          pCVar2 = *(CBaseEdict **)(this + 0x30);
          if (pCVar2 != (CBaseEdict *)0x0) {
            *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
            iVar8 = CBaseEdict::GetChangeAccessor(pCVar2);
            *(undefined2 *)(iVar8 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CTerrorGun)((byte)this[0x70] | 1);
        }
        this[0x17e0] = (CTerrorGun)0x0;
      }
      iVar8 = *(int *)(this + 0x1420);
      iVar7 = (**(code **)(*(int *)this + 0x510))(this);
      if (iVar7 < iVar8) {
        iVar8 = *(int *)(this + 0x1420);
        iVar7 = iVar8 - iVar8 / 2;
        *(int *)(this + 0x17e8) = iVar8 / 2;
        if (iVar8 != iVar7) {
          if (this[0x6c] == (CTerrorGun)0x0) {
            pCVar2 = *(CBaseEdict **)(this + 0x30);
            if (pCVar2 != (CBaseEdict *)0x0) {
              *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
              iVar8 = CBaseEdict::GetChangeAccessor(pCVar2);
              *(undefined2 *)(iVar8 + 2) = 0;
            }
          }
          else {
            this[0x70] = (CTerrorGun)((byte)this[0x70] | 1);
          }
          *(int *)(this + 0x1420) = iVar7;
        }
      }
    }
    (**(code **)(*(int *)this + 0x3fc))(this);
    pcVar1 = *(code **)(*(int *)this + 0x70);
    uVar6 = (**(code **)(*(int *)this + 0x504))(this,0);
    (*pcVar1)(this,uVar6);
    pcVar1 = *(code **)(*(int *)this + 0x3f0);
    uVar6 = (**(code **)(*(int *)this + 0x65c))(this);
    (*pcVar1)(this,uVar6);
    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)