CButtonTimed::UseThink
0x00634b20 · 273 bytes · __thiscall
_ZN12CButtonTimed8UseThinkEv
Decompiled
undefined (1 param)
/* CButtonTimed::UseThink() */
void __thiscall CButtonTimed::UseThink(CButtonTimed *this)
{
uint uVar1;
char cVar2;
CBasePlayer *this_00;
int iVar3;
CBaseEntity *this_01;
undefined *puVar4;
uVar1 = *(uint *)(this + 0x494);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
this_00 = (CBasePlayer *)
__dynamic_cast(*(int *)(puVar4 + 4),&CBaseEntity::typeinfo,&CTerrorPlayer::typeinfo,0)
;
if (this_00 != (CBasePlayer *)0x0) {
cVar2 = CBasePlayer::IsDead(this_00);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*(int *)this_00 + 0x7e8))(this_00);
if ((cVar2 == '\0') && (((byte)this_00[0x1cb0] & 0x20) != 0)) {
iVar3 = CTerrorPlayer::GetCurrentUseAction((CTerrorPlayer *)this_00);
if (iVar3 == 10) {
this_01 = (CBaseEntity *)
CTerrorPlayer::GetEntityIAmPerformingActionOn((CTerrorPlayer *)this_00);
if (this_01 == (CBaseEntity *)this) {
if (*(float *)(gpGlobals + 0xc) <=
(float)*(int *)(this + 0x598) + *(float *)(this + 0x5a0)) {
CBaseEntity::SetNextThink(this_01,*(float *)(gpGlobals + 0xc) + 0.033,(char *)0x0);
return;
}
/* WARNING: Could not recover jumptable at 0x00634c34. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x334))();
return;
}
}
}
}
}
}
/* WARNING: Could not recover jumptable at 0x00634b69. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x330))();
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.