CTerrorWeapon::OnSwingEnd
0x0056d640 · 373 bytes · __cdecl
_ZN13CTerrorWeapon10OnSwingEndEb
Decompiled
undefined (1 param)
/* CTerrorWeapon::OnSwingEnd(bool) */
void CTerrorWeapon::OnSwingEnd(bool param_1)
{
uint uVar1;
int *piVar2;
code *pcVar3;
CBaseEntity *pCVar4;
int *piVar5;
undefined4 uVar6;
int iVar7;
undefined *puVar8;
undefined3 in_stack_00000005;
CTakeDamageInfo local_7c [108];
if (_param_1[0x1791] != (CTerrorWeapon)0x0) {
uVar1 = *(uint *)(_param_1 + 0x1794);
if ((((uVar1 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar8 + 4), piVar2 != (int *)0x0)) {
pCVar4 = (CBaseEntity *)GetPlayerOwner(_param_1);
if (pCVar4 != (CBaseEntity *)0x0) {
CTakeDamageInfo::CTakeDamageInfo(local_7c,pCVar4,pCVar4,(float)piVar2[0x40] + 1.0,0x80,0);
(**(code **)(*piVar2 + 0x124))(piVar2,local_7c);
piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"melee_kill",0,0);
if (piVar5 != (int *)0x0) {
pcVar3 = *(code **)(*piVar5 + 0x30);
uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(pCVar4 + 0x30));
(*pcVar3)(piVar5,"userid",uVar6);
if (piVar2[0xc] == 0) {
iVar7 = 0;
}
else {
iVar7 = piVar2[0xc] - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar5 + 0x30))(piVar5,"entityid",iVar7);
(**(code **)(*piVar5 + 0x2c))(piVar5,"ambush",0);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
return;
}
}
}
}
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.