L L4D2node

CTerrorMeleeWeapon::ItemPostFrame

0x0056afe0 · 355 bytes · __thiscall

_ZN18CTerrorMeleeWeapon13ItemPostFrameEv

Decompiled

undefined (1 param)

/* CTerrorMeleeWeapon::ItemPostFrame() */

void __thiscall CTerrorMeleeWeapon::ItemPostFrame(CTerrorMeleeWeapon *this)

{
  uint uVar1;
  CBaseEdict *this_00;
  int iVar2;
  undefined *puVar3;
  longdouble lVar4;
  
  CTerrorWeapon::ItemPostFrame((CTerrorWeapon *)this);
  iVar2 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (iVar2 != 0) {
    lVar4 = (longdouble)CountdownTimer::Now();
    if (((*(float *)(iVar2 + 0x32dc) <= (float)lVar4) &&
        ((((uVar1 = *(uint *)(iVar2 + 0x3e68), uVar1 == 0xffffffff ||
           (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)))) &&
       (((((uVar1 = *(uint *)(iVar2 + 0x3e48), uVar1 == 0xffffffff ||
           (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) &&
        (((uVar1 = *(uint *)(iVar2 + 0x3ee0), uVar1 == 0xffffffff ||
          (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
         ((*(uint *)(puVar3 + 8) != uVar1 >> 0xc || (*(int *)(puVar3 + 4) == 0)))))))) {
      if (this[0x1808] != (CTerrorMeleeWeapon)0x0) {
        DoMeleeSwing(this);
      }
      lVar4 = (longdouble)CountdownTimer::Now();
      if ((float)lVar4 < *(float *)(this + 0x1814)) {
        return;
      }
    }
    if (this[0x1808] != (CTerrorMeleeWeapon)0x0) {
      if (this[0x6c] == (CTerrorMeleeWeapon)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CTerrorMeleeWeapon)((byte)this[0x70] | 1);
      }
      this[0x1808] = (CTerrorMeleeWeapon)0x0;
    }
  }
  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)