CTerrorWeapon::Deploy
0x00574230 · 408 bytes · __thiscall
_ZN13CTerrorWeapon6DeployEv
Decompiled
undefined (1 param)
/* CTerrorWeapon::Deploy() */
undefined4 __thiscall CTerrorWeapon::Deploy(CTerrorWeapon *this)
{
CBaseEdict *pCVar1;
int iVar2;
int iVar3;
uint uVar4;
undefined4 uVar5;
CTerrorWeapon CVar6;
undefined1 local_14 [8];
iVar2 = GetPlayerOwner(this);
if (iVar2 != 0) {
uVar4 = *(uint *)(iVar2 + 0x1cb0);
CVar6 = (CTerrorWeapon)((byte)uVar4 & 1 ^ 1);
if (CVar6 != this[0x1531]) {
if (this[0x6c] == (CTerrorWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorWeapon)((byte)this[0x70] | 1);
}
this[0x1531] = CVar6;
uVar4 = *(uint *)(iVar2 + 0x1cb0);
}
CVar6 = (CTerrorWeapon)(((byte)(uVar4 >> 0xb) ^ 1) & 1);
if (CVar6 != this[0x1530]) {
if (this[0x6c] == (CTerrorWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorWeapon)((byte)this[0x70] | 1);
}
this[0x1530] = CVar6;
}
if (this[0x1532] != (CTerrorWeapon)0x0) {
if (this[0x6c] == (CTerrorWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorWeapon)((byte)this[0x70] | 1);
}
this[0x1532] = (CTerrorWeapon)0x0;
}
if (this[0x1533] != (CTerrorWeapon)0x0) {
if (this[0x6c] == (CTerrorWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorWeapon)((byte)this[0x70] | 1);
}
this[0x1533] = (CTerrorWeapon)0x0;
}
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
SuppressHelpingHands(this,2.0);
uVar5 = CWeaponCSBase::Deploy((CWeaponCSBase *)this);
return uVar5;
}
return 0;
}
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.