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 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.