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 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.