CTerrorMeleeWeapon::GetSecondaryAttackActivity
0x00568eb0 · 244 bytes · __thiscall
_ZN18CTerrorMeleeWeapon26GetSecondaryAttackActivityEP16CMeleeWeaponInfo
Decompiled
undefined (2 params)
/* CTerrorMeleeWeapon::GetSecondaryAttackActivity(CMeleeWeaponInfo*) */
undefined4 __thiscall
CTerrorMeleeWeapon::GetSecondaryAttackActivity(CTerrorMeleeWeapon *this,CMeleeWeaponInfo *param_1)
{
CBaseEdict *pCVar1;
CTerrorMeleeWeapon CVar2;
int iVar3;
undefined4 *puVar4;
int iVar5;
if (*(int *)(param_1 + 0xc40) < 1) {
return 0xc0;
}
iVar3 = *(int *)(this + 0x1804);
if (iVar3 < *(int *)(param_1 + 0xc40)) {
if (7 < iVar3) {
if (iVar3 == 0) {
CVar2 = this[0x6c];
iVar5 = 1;
puVar4 = *(undefined4 **)(param_1 + 0xc34);
*(undefined4 **)(this + 0x1824) = puVar4;
goto joined_r0x00568f99;
}
goto LAB_00568edc;
}
iVar5 = iVar3 + 1;
CVar2 = this[0x6c];
iVar3 = iVar3 * 0x30;
}
else {
LAB_00568edc:
if (this[0x6c] == (CTerrorMeleeWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
CVar2 = (CTerrorMeleeWeapon)0x0;
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
CVar2 = this[0x6c];
}
}
else {
this[0x70] = (CTerrorMeleeWeapon)((byte)this[0x70] | 1);
CVar2 = (CTerrorMeleeWeapon)0x1;
}
*(undefined4 *)(this + 0x1804) = 0;
iVar5 = 1;
iVar3 = 0;
}
puVar4 = (undefined4 *)(iVar3 + *(int *)(param_1 + 0xc34));
*(undefined4 **)(this + 0x1824) = puVar4;
joined_r0x00568f99:
if (CVar2 == (CTerrorMeleeWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
puVar4 = *(undefined4 **)(this + 0x1824);
}
}
else {
this[0x70] = (CTerrorMeleeWeapon)((byte)this[0x70] | 1);
}
*(int *)(this + 0x1804) = iVar5;
return *puVar4;
}
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.