CCSPlayer::ShouldDoLargeFlinch
0x00656d00 · 155 bytes · __thiscall
_ZN9CCSPlayer19ShouldDoLargeFlinchEiP11CBaseEntity
Decompiled
undefined (3 params)
/* CCSPlayer::ShouldDoLargeFlinch(int, CBaseEntity*) */
undefined4 __thiscall
CCSPlayer::ShouldDoLargeFlinch(CCSPlayer *this,int param_1,CBaseEntity *param_2)
{
char cVar1;
undefined4 uVar2;
CWeaponCSBase *this_00;
int iVar3;
if (((((((byte)this[0x150] & 2) != 0) || (param_1 - 6U < 2)) || (param_2 == (CBaseEntity *)0x0))
|| ((cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar1 == '\0' ||
(uVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), (char)uVar2 == '\0')))) ||
((this_00 = (CWeaponCSBase *)
CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_2),
this_00 == (CWeaponCSBase *)0x0 ||
(((iVar3 = CWeaponCSBase::GetCSWpnData(this_00), *(int *)(iVar3 + 0x894) != 2 &&
(iVar3 = CWeaponCSBase::GetCSWpnData(this_00), *(int *)(iVar3 + 0x894) != 3)) &&
(iVar3 = CWeaponCSBase::GetCSWpnData(this_00), *(int *)(iVar3 + 0x894) != 4)))))) {
uVar2 = 0;
}
return uVar2;
}
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.