L L4D2node

CButtonTimed::UseTimed

0x00637550 · 453 bytes · __cdecl

_ZN12CButtonTimed8UseTimedEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CButtonTimed::UseTimed(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CButtonTimed::UseTimed(CBaseButton *param_1,CBaseEntity *param_2)

{
  undefined4 uVar1;
  uint uVar2;
  CBaseCombatCharacter *this;
  undefined4 *puVar3;
  int iVar4;
  int *piVar5;
  undefined *puVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  undefined4 uVar9;
  undefined4 uVar10;
  undefined1 local_24 [20];
  
  if (param_1[0x4f4] != (CBaseButton)0x0) {
    CBaseButton::OnUseLocked(param_1,param_2);
    return;
  }
  if (param_2 != (CBaseEntity *)0x0) {
    this = (CBaseCombatCharacter *)
           __dynamic_cast(param_2,&CBaseEntity::typeinfo,&CTerrorPlayer::typeinfo,0);
    if (this != (CBaseCombatCharacter *)0x0) {
      if (param_1[0x59d] == (CBaseButton)0x0) {
        puVar3 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
        *(undefined4 *)(param_1 + 0x494) = *puVar3;
        COutputEvent::FireOutput
                  ((COutputEvent *)(param_1 + 0x520),param_2,(CBaseEntity *)param_1,0.0);
        uVar10 = 0;
        uVar9 = 0;
        uVar8 = 0;
        CBaseEntity::ThinkSet((_func_void *)local_24,(float)param_1,(char *)UseThink);
        uVar7 = 0;
        CBaseEntity::SetNextThink((CBaseEntity *)param_1,*(float *)(gpGlobals + 0xc),(char *)0x0);
        iVar4 = gpGlobals;
        param_1[0x59d] = (CBaseButton)0x1;
        uVar1 = *(undefined4 *)(iVar4 + 0xc);
        *(undefined4 *)(param_1 + 0x5a4) = uVar1;
        *(undefined4 *)(param_1 + 0x5a0) = uVar1;
        iVar4 = CBaseCombatCharacter::GetActiveWeapon(this);
        if ((iVar4 != 0) && (*(char *)(iVar4 + 0x1459) != '\0')) {
          piVar5 = (int *)CTerrorPlayer::GetActiveTerrorWeapon((CTerrorPlayer *)this);
          if (piVar5 != (int *)0x0) {
            (**(code **)(*piVar5 + 0x428))(piVar5,0,uVar7,uVar8,uVar9,uVar10);
            (**(code **)(*piVar5 + 0x424))(piVar5);
          }
        }
        CTerrorPlayer::StartUseAction();
        return;
      }
      uVar2 = *(uint *)(param_1 + 0x494);
      if ((((uVar2 != 0xffffffff) &&
           (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) && (param_2 == *(CBaseEntity **)(puVar6 + 4))) {
        *(undefined4 *)(param_1 + 0x5a4) = *(undefined4 *)(gpGlobals + 0xc);
      }
    }
  }
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)