CCSPlayer::GiveNamedItem
0x0065acc0 · 700 bytes · __cdecl
_ZN9CCSPlayer13GiveNamedItemEPKciP11CBaseEntity
Decompiled
undefined (3 params)
/* CCSPlayer::GiveNamedItem(char const*, int, CBaseEntity*) */
undefined4 CCSPlayer::GiveNamedItem(char *param_1,int param_2,CBaseEntity *param_3)
{
uint uVar1;
CBaseEdict *this;
int iVar2;
int *piVar3;
uint *puVar4;
CBaseEntity *pCVar5;
undefined *puVar6;
uint uVar7;
CBaseCombatWeapon *pCVar8;
uint uVar9;
int local_30;
Vector local_28 [24];
if (param_2 == 0) {
return 0;
}
if (*(char *)param_2 == '\0') {
return 0;
}
iVar2 = _V_stricmp((char *)param_2,"weapon_shield");
if (iVar2 == 0) {
return 0;
}
piVar3 = (int *)CreateEntityByName((char *)param_2,-1,true);
if (piVar3 == (int *)0x0) {
LAB_0065ad3d:
Msg("NULL Ent in GiveNamedItem!\n");
return 0;
}
puVar4 = (uint *)(**(code **)(*piVar3 + 0xc))(piVar3);
uVar7 = *puVar4;
if (uVar7 == 0xffffffff) goto LAB_0065ad3d;
uVar9 = uVar7 & 0xfff;
puVar6 = g_pEntityList + uVar9 * 0x10;
if (((puVar6 == (undefined *)0xfffffffc) || (uVar1 = *(uint *)(puVar6 + 8), uVar1 != uVar7 >> 0xc)
) || (*(int *)(puVar6 + 4) == 0)) goto LAB_0065ad3d;
(**(code **)(*(int *)param_1 + 0x234))(local_28,param_1);
puVar6 = g_pEntityList + uVar9 * 0x10;
if ((puVar6 == (undefined *)0xfffffffc) || (uVar1 != *(uint *)(puVar6 + 8))) {
pCVar5 = (CBaseEntity *)0x0;
}
else {
pCVar5 = *(CBaseEntity **)(puVar6 + 4);
}
CBaseEntity::SetLocalOrigin(pCVar5,local_28);
piVar3 = (int *)(g_pEntityList + uVar9 * 0x10 + 4);
if ((piVar3 == (int *)0x0) || (uVar1 != *(uint *)(g_pEntityList + uVar9 * 0x10 + 8))) {
local_30 = 0;
}
else {
local_30 = *(int *)(g_pEntityList + uVar9 * 0x10 + 4);
}
uVar7 = *(uint *)(local_30 + 0x148) | 0x40000000;
if (*(uint *)(local_30 + 0x148) != uVar7) {
if (*(char *)(local_30 + 0x6c) == '\0') {
this = *(CBaseEdict **)(local_30 + 0x30);
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar2 + 2) = 0;
piVar3 = (int *)(g_pEntityList + uVar9 * 0x10 + 4);
}
}
else {
*(byte *)(local_30 + 0x70) = *(byte *)(local_30 + 0x70) | 1;
}
*(uint *)(local_30 + 0x148) = uVar7;
}
if (piVar3 == (int *)0x0) {
pCVar8 = (CBaseCombatWeapon *)0x0;
}
else {
if ((uVar1 == piVar3[1]) && (*piVar3 != 0)) {
pCVar8 = (CBaseCombatWeapon *)
__dynamic_cast(*piVar3,&CBaseEntity::typeinfo,&CBaseCombatWeapon::typeinfo,0);
if ((pCVar8 != (CBaseCombatWeapon *)0x0) && (param_3 != (CBaseEntity *)0x0)) {
(**(code **)(*(int *)pCVar8 + 0x3ac))(pCVar8,param_3);
pCVar5 = (CBaseEntity *)0x0;
piVar3 = (int *)(g_pEntityList + uVar9 * 0x10 + 4);
if (piVar3 == (int *)0x0) goto LAB_0065ae3d;
}
}
else {
pCVar8 = (CBaseCombatWeapon *)0x0;
}
if (uVar1 == piVar3[1]) {
pCVar5 = (CBaseEntity *)*piVar3;
goto LAB_0065ae3d;
}
}
pCVar5 = (CBaseEntity *)0x0;
LAB_0065ae3d:
DispatchSpawn(pCVar5,true);
param_1[0x299d] = '\x01';
puVar6 = g_pEntityList + uVar9 * 0x10;
if ((((puVar6 != (undefined *)0xfffffffc) && (uVar1 == *(uint *)(puVar6 + 8))) &&
(piVar3 = *(int **)(puVar6 + 4), piVar3 != (int *)0x0)) &&
((*(byte *)(piVar3 + 0x53) & 1) == 0)) {
(**(code **)(*piVar3 + 0x1b4))(piVar3,param_1);
}
param_1[0x299d] = '\0';
StockPlayerAmmo((CCSPlayer *)param_1,pCVar8);
puVar6 = g_pEntityList + uVar9 * 0x10;
if (puVar6 == (undefined *)0xfffffffc) {
return 0;
}
if (uVar1 != *(uint *)(puVar6 + 8)) {
return 0;
}
return *(undefined4 *)(puVar6 + 4);
}
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.