L L4D2node

CTerrorMeleeWeapon::CTerrorMeleeWeapon

0x005694b0 · 264 bytes · __thiscall

_ZN18CTerrorMeleeWeaponC2Ev

Decompiled

undefined (1 param)

/* CTerrorMeleeWeapon::CTerrorMeleeWeapon() */

void __thiscall CTerrorMeleeWeapon::CTerrorMeleeWeapon(CTerrorMeleeWeapon *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  int iVar3;
  
  CTerrorWeapon::CTerrorWeapon((CTerrorWeapon *)this);
  *(undefined ***)this = &PTR__CTerrorMeleeWeapon_00c51388;
  *(undefined **)(this + 0x1510) = &DAT_00c51a98;
  *(undefined4 *)(this + 0x17e8) = 0;
  *(undefined4 *)(this + 0x17ec) = 0;
  *(undefined4 *)(this + 0x17f0) = 0;
  *(undefined4 *)(this + 0x17f4) = 0;
  *(undefined4 *)(this + 0x17f8) = 0;
  *(undefined4 *)(this + 0x1810) = 0;
  *(undefined4 *)(this + 0x1814) = 0xbf800000;
  *(undefined ***)(this + 0x180c) = &PTR_NetworkStateChanged_00c51368;
  *(undefined4 *)(this + 0x17e4) = 0;
  if (*(float *)(this + 0x182c) != 0.0) {
    if (this[0x6c] == (CTerrorMeleeWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
                    /* try { // try from 00569552 to 00569597 has its CatchHandler @ 005695c6 */
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTerrorMeleeWeapon)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x182c) = 0;
  }
  iVar2 = CMeleeWeaponInfoStore::GetInvalidHandle();
  if (iVar2 != *(int *)(this + 0x17e0)) {
    if (this[0x6c] == (CTerrorMeleeWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTerrorMeleeWeapon)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x17e0) = iVar2;
  }
  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)