L L4D2node

CTerrorMeleeWeapon::SecondaryAttack

0x00568fc0 · 317 bytes · __thiscall

_ZN18CTerrorMeleeWeapon15SecondaryAttackEv

Decompiled

undefined (1 param)

/* CTerrorMeleeWeapon::SecondaryAttack() */

void __thiscall CTerrorMeleeWeapon::SecondaryAttack(CTerrorMeleeWeapon *this)

{
  uint uVar1;
  code *pcVar2;
  char cVar3;
  int *piVar4;
  CMeleeWeaponInfo *pCVar5;
  undefined4 uVar6;
  undefined *puVar7;
  
  piVar4 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if ((((piVar4 != (int *)0x0) && (cVar3 = (**(code **)(*(int *)this + 0x680))(this), cVar3 != '\0')
       ) && ((uVar1 = piVar4[0xcf1], uVar1 == 0xffffffff ||
             (((puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc
               || (*(uint *)(puVar7 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar7 + 4) == 0)))))) &&
     (((cVar3 = (**(code **)(*piVar4 + 0x7e8))(piVar4), cVar3 == '\0' &&
       (cVar3 = (**(code **)(*piVar4 + 0x840))(piVar4), cVar3 != '\0')) &&
      ((cVar3 = CTerrorWeapon::HelpingHandSecondaryAttack((CTerrorWeapon *)this), cVar3 == '\0' &&
       (((cVar3 = (**(code **)(*(int *)this + 0x434))(this), cVar3 != '\0' &&
         (pCVar5 = (CMeleeWeaponInfo *)
                   CMeleeWeaponInfoStore::GetMeleeWeaponInfo
                             ((CMeleeWeaponInfoStore *)g_MeleeWeaponInfoStore,
                              *(int *)(this + 0x17e0)), pCVar5 != (CMeleeWeaponInfo *)0x0)) &&
        (cVar3 = (**(code **)(*piVar4 + 0x8d8))(piVar4), cVar3 != '\0')))))))) {
    pcVar2 = *(code **)(*(int *)this + 0x3f0);
    uVar6 = GetSecondaryAttackActivity(this,pCVar5);
    (*pcVar2)(this,uVar6);
    (**(code **)(*(int *)this + 0x6d4))
              (this,*(undefined4 *)(ZombieGunSwingInterval._28_4_ + 0x2c),
               *(undefined4 *)(ZombieGunSwingDuration._28_4_ + 0x2c),
               *(undefined4 *)(ZombieGunRange._28_4_ + 0x2c));
  }
  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)