CTerrorWeapon::Drop
0x00573cf0 · 338 bytes · __thiscall
_ZN13CTerrorWeapon4DropERK6Vector
Decompiled
undefined (2 params)
/* CTerrorWeapon::Drop(Vector const&) */
void __thiscall CTerrorWeapon::Drop(CTerrorWeapon *this,Vector *param_1)
{
CBaseEdict *this_00;
char cVar1;
int *piVar2;
undefined4 *puVar3;
int iVar4;
longdouble lVar5;
piVar2 = (int *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
if (piVar2 != (int *)0x0) {
cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
if (cVar1 != '\0') {
puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
*(undefined4 *)(this + 0x1798) = *puVar3;
goto LAB_00573d26;
}
}
*(undefined4 *)(this + 0x1798) = 0xffffffff;
LAB_00573d26:
*(undefined4 *)(this + 0x179c) = 0xffffffff;
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 + 5.0 != *(float *)(this + 0x17a8)) {
(**(code **)(*(int *)(this + 0x17a0) + 4))(this + 0x17a0,this + 0x17a8);
*(float *)(this + 0x17a8) = (float)lVar5 + 5.0;
}
if (*(float *)(this + 0x17a4) != 5.0) {
(**(code **)(*(int *)(this + 0x17a0) + 4))(this + 0x17a0,this + 0x17a4);
*(undefined4 *)(this + 0x17a4) = 0x40a00000;
}
if (*(int *)(this + 0x17b8) != 0) {
if (this[0x6c] == (CTerrorWeapon)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar4 + 2) = 0;
}
*(undefined4 *)(this + 0x17b8) = 0;
}
else {
this[0x70] = (CTerrorWeapon)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x17b8) = 0;
}
}
CWeaponCSBase::Drop((CWeaponCSBase *)this,param_1);
*(undefined4 *)(this + 0xd8) = 0x3d1;
*(undefined4 *)(this + 0xdc) = 0;
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.