CCSPlayer::DropWeapons
0x00658ca0 · 966 bytes · __thiscall
_ZN9CCSPlayer11DropWeaponsEb
Decompiled
undefined (2 params)
/* CCSPlayer::DropWeapons(bool) */
void __thiscall CCSPlayer::DropWeapons(CCSPlayer *this,bool param_1)
{
float fVar1;
CBaseEdict *this_00;
char cVar2;
CBaseCombatWeapon *pCVar3;
Vector *pVVar4;
CBaseEntity *this_01;
int iVar5;
CBaseCSGrenade *this_02;
longdouble lVar6;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
pCVar3 = (CBaseCombatWeapon *)
CBaseCombatCharacter::Weapon_OwnsThisType((CBaseCombatCharacter *)this,"weapon_c4",0);
if (pCVar3 != (CBaseCombatWeapon *)0x0) {
CSWeaponDrop(this,pCVar3,false,true,(Vector *)0x0);
}
if (this[0x2428] != (CCSPlayer)0x0) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
AngleVectors((QAngle *)(this + 0x37c),(Vector *)&local_40,(Vector *)&local_34,(Vector *)0x0);
pVVar4 = (Vector *)(**(code **)(*(int *)this + 0x288))(this);
this_01 = (CBaseEntity *)
CBaseEntity::Create("item_defuser",pVVar4,(QAngle *)(this + 0x3a8),(CBaseEntity *)this
);
lVar6 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xc2480000,0x42480000);
fVar1 = (float)lVar6;
local_24 = local_30 * fVar1 + local_3c * 200.0;
local_20 = local_2c * fVar1 + local_38 * 200.0;
local_28 = fVar1 * local_34 + local_40 * 200.0;
CBaseEntity::ApplyAbsVelocityImpulse(this_01,(Vector *)&local_28);
if (this[0x2428] != (CCSPlayer)0x0) {
if (this[0x6c] == (CCSPlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
}
this[0x2428] = (CCSPlayer)0x0;
}
}
cVar2 = DropWeaponInSlot(this,0);
if ((cVar2 == '\0') && (param_1)) {
DropWeaponInSlot(this,1);
}
iVar5 = CBaseCombatCharacter::Weapon_OwnsThisType
((CBaseCombatCharacter *)this,"weapon_hegrenade",0);
if (((((iVar5 != 0) &&
(this_02 = (CBaseCSGrenade *)
__dynamic_cast(iVar5,&CBaseCombatWeapon::typeinfo,&CBaseCSGrenade::typeinfo,0),
this_02 != (CBaseCSGrenade *)0x0)) &&
((this_02[0x17dd] != (CBaseCSGrenade)0x0 || (0.0 < *(float *)(this_02 + 0x17e0))))) ||
(((iVar5 = CBaseCombatCharacter::Weapon_OwnsThisType
((CBaseCombatCharacter *)this,"weapon_flashbang",0), iVar5 != 0 &&
(this_02 = (CBaseCSGrenade *)
__dynamic_cast(iVar5,&CBaseCombatWeapon::typeinfo,&CBaseCSGrenade::typeinfo,0),
this_02 != (CBaseCSGrenade *)0x0)) &&
((this_02[0x17dd] != (CBaseCSGrenade)0x0 || (0.0 < *(float *)(this_02 + 0x17e0))))))) ||
(((iVar5 = CBaseCombatCharacter::Weapon_OwnsThisType
((CBaseCombatCharacter *)this,"weapon_smokegrenade",0), iVar5 != 0 &&
(this_02 = (CBaseCSGrenade *)
__dynamic_cast(iVar5,&CBaseCombatWeapon::typeinfo,&CBaseCSGrenade::typeinfo,0),
this_02 != (CBaseCSGrenade *)0x0)) &&
((this_02[0x17dd] != (CBaseCSGrenade)0x0 || (0.0 < *(float *)(this_02 + 0x17e0))))))) {
(**(code **)(*(int *)this_02 + 0x710))(this_02);
CBaseCSGrenade::DecrementAmmo(this_02,(CBaseCombatCharacter *)this);
}
pCVar3 = (CBaseCombatWeapon *)
CBaseCombatCharacter::Weapon_OwnsThisType
((CBaseCombatCharacter *)this,"weapon_hegrenade",0);
if (((pCVar3 == (CBaseCombatWeapon *)0x0) ||
(cVar2 = (**(code **)(*(int *)pCVar3 + 0x3c8))(pCVar3), cVar2 == '\0')) &&
((pCVar3 = (CBaseCombatWeapon *)
CBaseCombatCharacter::Weapon_OwnsThisType
((CBaseCombatCharacter *)this,"weapon_flashbang",0),
pCVar3 == (CBaseCombatWeapon *)0x0 ||
(cVar2 = (**(code **)(*(int *)pCVar3 + 0x3c8))(pCVar3), cVar2 == '\0')))) {
pCVar3 = (CBaseCombatWeapon *)
CBaseCombatCharacter::Weapon_OwnsThisType
((CBaseCombatCharacter *)this,"weapon_smokegrenade",0);
if (pCVar3 == (CBaseCombatWeapon *)0x0) {
return;
}
cVar2 = (**(code **)(*(int *)pCVar3 + 0x3c8))(pCVar3);
if (cVar2 == '\0') {
return;
}
}
CSWeaponDrop(this,pCVar3,false,false,(Vector *)0x0);
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.