CTerrorMeleeWeapon::PrimaryAttack
0x0056b6a0 · 279 bytes · __thiscall
_ZN18CTerrorMeleeWeapon13PrimaryAttackEv
Decompiled
undefined (1 param)
/* CTerrorMeleeWeapon::PrimaryAttack() */
void __thiscall CTerrorMeleeWeapon::PrimaryAttack(CTerrorMeleeWeapon *this)
{
float fVar1;
uint uVar2;
CBaseEdict *this_00;
char cVar3;
CTerrorPlayer *pCVar4;
int iVar5;
undefined *puVar6;
pCVar4 = (CTerrorPlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (pCVar4 != (CTerrorPlayer *)0x0) {
uVar2 = *(uint *)(pCVar4 + 0x33c4);
if ((((uVar2 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)) {
return;
}
cVar3 = (**(code **)(*(int *)pCVar4 + 0x840))(pCVar4);
if (cVar3 == '\0') {
DevMsg("melee attack failed - !player->CanAttack()\n");
return;
}
cVar3 = (**(code **)(*(int *)this + 0x434))(this);
if (cVar3 == '\0') {
DevMsg("melee attack failed - !IsWeaponVisible()\n");
return;
}
cVar3 = CTerrorWeapon::HelpingHandPrimaryAttack((CTerrorWeapon *)this);
if (cVar3 == '\0') {
StartMeleeSwing(this,pCVar4,true);
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != *(float *)(this + 0x182c)) {
if (this[0x6c] == (CTerrorMeleeWeapon)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorMeleeWeapon)((byte)this[0x70] | 1);
}
*(float *)(this + 0x182c) = fVar1;
}
}
}
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.