GetUseTypeForWeapon
0x00570710 · 674 bytes · __cdecl
_Z19GetUseTypeForWeaponP11CBaseEntity10CSWeaponIDiiPS1_b
Decompiled
undefined (6 params)
/* GetUseTypeForWeapon(CBaseEntity*, CSWeaponID, int, int, CSWeaponID*, bool) */
char GetUseTypeForWeapon(CTerrorPlayer *param_1,int param_2,int param_3,int param_4,
undefined4 *param_5,char param_6)
{
char cVar1;
int iVar2;
int *piVar3;
int iVar4;
CBaseCombatWeapon *this;
undefined4 *puVar5;
int iVar6;
undefined4 uVar7;
undefined4 local_20;
if ((param_1 == (CTerrorPlayer *)0x0) ||
(cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0')) {
if (param_5 != (undefined4 *)0x0) {
*param_5 = 0;
return '\x02';
}
return '\x02';
}
cVar1 = CTerrorPlayer::CanUseWeapon(param_1,param_2);
if (cVar1 == '\0') {
return '\0';
}
if (param_2 == 0x36) {
this = (CBaseCombatWeapon *)(**(code **)(*(int *)param_1 + 0x484))(param_1,0);
if (this == (CBaseCombatWeapon *)0x0) {
return '\0';
}
cVar1 = CBaseCombatWeapon::UsesPrimaryAmmo(this);
if (cVar1 == '\0') {
return '\0';
}
iVar2 = (**(code **)(*(int *)this + 0x638))(this);
if (iVar2 == 0x25) {
return '\0';
}
if (iVar2 == 0x15) {
return '\0';
}
iVar2 = GetWeaponInfo(iVar2);
if (iVar2 == 0) {
return '\0';
}
iVar4 = GetAmmoDef();
if (iVar4 == 0) {
return '\0';
}
puVar5 = (undefined4 *)GetAmmoDef();
iVar4 = (**(code **)*puVar5)(puVar5,*(undefined4 *)(iVar2 + 0x850),param_1);
iVar6 = (**(code **)(*(int *)this + 0x510))(this);
iVar2 = CBaseCombatCharacter::GetAmmoCount
((CBaseCombatCharacter *)param_1,*(int *)(iVar2 + 0x850));
if (iVar4 + iVar6 <= (int)((*(int *)(this + 0x1420) - (uint)(byte)this[0x1790]) + iVar2)) {
return '\0';
}
return '\x02';
}
iVar2 = GetWeaponInfo(param_2);
if (iVar2 == 0) {
return '\x02';
}
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x484))(param_1,*(undefined4 *)(iVar2 + 0x158));
if (piVar3 == (int *)0x0) {
local_20 = 0;
cVar1 = '\x02';
goto LAB_005707ee;
}
local_20 = (**(code **)(*piVar3 + 0x638))(piVar3);
iVar4 = (**(code **)(*piVar3 + 0x638))(piVar3);
if (param_2 != iVar4) {
cVar1 = '\x02';
if (*(int *)(iVar2 + 0x158) == 0) {
cVar1 = '\x02';
iVar2 = *(int *)(iVar2 + 0xbe8);
uVar7 = (**(code **)(*piVar3 + 0x638))(piVar3);
iVar4 = GetWeaponInfo(uVar7);
if (iVar4 != 0) {
cVar1 = '\x01';
if (*(int *)(iVar4 + 0xbe8) <= iVar2) {
cVar1 = (*(int *)(iVar4 + 0xbe8) < iVar2) + '\x02';
}
}
}
goto LAB_005707ee;
}
if (param_2 == 1) {
cVar1 = (**(code **)(*piVar3 + 0x674))(piVar3);
if (cVar1 == '\0') goto LAB_005709b9;
}
else if (param_2 - 0x13U < 2) {
LAB_005709b9:
cVar1 = '\x02';
goto LAB_005707ee;
}
cVar1 = '\x02';
if (param_6 == '\0') {
iVar2 = GetWeaponInfo(local_20);
if ((iVar2 != 0) &&
(iVar2 = CBaseCombatCharacter::GetAmmoCount
((CBaseCombatCharacter *)param_1,*(int *)(iVar2 + 0x850)),
iVar2 + piVar3[0x508] < param_3 + param_4)) {
return '\x02';
}
cVar1 = '\0';
}
LAB_005707ee:
if (param_5 != (undefined4 *)0x0) {
*param_5 = local_20;
}
return cVar1;
}
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.