CTerrorGun::PrimaryAttack
0x005677d0 · 134 bytes · __thiscall
_ZN10CTerrorGun13PrimaryAttackEv
Decompiled
undefined (1 param)
/* CTerrorGun::PrimaryAttack() */
void __thiscall CTerrorGun::PrimaryAttack(CTerrorGun *this)
{
char cVar1;
CTerrorPlayer *pCVar2;
pCVar2 = (CTerrorPlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (pCVar2 != (CTerrorPlayer *)0x0) {
cVar1 = (**(code **)(*(int *)pCVar2 + 0x840))(pCVar2);
if (cVar1 == '\0') {
DebugFireFailure(pCVar2,"!player->CanAttack()");
return;
}
cVar1 = (**(code **)(*(int *)this + 0x434))(this);
if (cVar1 == '\0') {
DebugFireFailure(pCVar2,"!IsWeaponVisible()");
return;
}
cVar1 = CTerrorWeapon::HelpingHandPrimaryAttack((CTerrorWeapon *)this);
if (cVar1 == '\0') {
FireBullet(this);
return;
}
}
return;
}
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.