CTerrorWeapon::GiveThink
0x0056c460 · 274 bytes · __thiscall
_ZN13CTerrorWeapon9GiveThinkEv
Decompiled
undefined (1 param)
/* CTerrorWeapon::GiveThink() */
void __thiscall CTerrorWeapon::GiveThink(CTerrorWeapon *this)
{
uint uVar1;
CTerrorPlayer *this_00;
code *pcVar2;
char cVar3;
int iVar4;
int *piVar5;
undefined4 uVar6;
undefined *puVar7;
uVar1 = *(uint *)(this + 0x179c);
if (uVar1 == 0xffffffff) {
return;
}
puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
if (puVar7 == (undefined *)0xfffffffc) {
return;
}
if (*(uint *)(puVar7 + 8) != uVar1 >> 0xc) {
return;
}
this_00 = *(CTerrorPlayer **)(puVar7 + 4);
if (this_00 == (CTerrorPlayer *)0x0) {
return;
}
cVar3 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar3 == '\0') {
return;
}
iVar4 = CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
if (iVar4 != 0) {
return;
}
cVar3 = (**(code **)(*(int *)this + 0x608))(this,this_00);
if (cVar3 == '\0') {
return;
}
cVar3 = (**(code **)(*(int *)this_00 + 0x6ac))(this_00,this);
if (cVar3 == '\0') {
iVar4 = (**(code **)(*(int *)this + 0x5e0))(this);
if (iVar4 != 0) {
piVar5 = (int *)(**(code **)(*(int *)this + 0x5e0))(this);
if ((piVar5 == (int *)0x0) || (cVar3 = (**(code **)(*piVar5 + 0x16c))(piVar5), cVar3 == '\0'))
{
piVar5 = (int *)0x0;
}
cVar3 = (**(code **)(*piVar5 + 0x6ac))(piVar5,this);
if (cVar3 != '\0') {
pcVar2 = *(code **)(*(int *)this + 0x4e4);
uVar6 = (**(code **)(*(int *)this + 0x5e0))(this);
(*pcVar2)(this,uVar6);
}
return;
}
return;
}
(**(code **)(*(int *)this + 0x4e4))(this,this_00);
CTerrorPlayer::OnGivenWeapon(this_00,this);
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.