CGameUI::InputActivate
0x006d25b0 · 1104 bytes · __thiscall
_ZN7CGameUI13InputActivateER11inputdata_t
Decompiled
undefined (2 params)
/* CGameUI::InputActivate(inputdata_t&) */
void __thiscall CGameUI::InputActivate(CGameUI *this,inputdata_t *param_1)
{
char cVar1;
undefined4 *puVar2;
uint uVar3;
int *piVar4;
undefined1 *puVar5;
CBasePlayer *this_00;
undefined *puVar6;
undefined1 *puVar7;
int iVar8;
CBaseCombatCharacter *pCVar9;
CBaseEntity *pCVar10;
uint uVar11;
if ((*(int *)(param_1 + 0x18) == 2) && (*(char **)(param_1 + 8) != (char *)0x0)) {
pCVar10 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(param_1 + 8),
(CBaseEntity *)this,*(CBaseEntity **)param_1,*(CBaseEntity **)(param_1 + 4)
,(IEntityFindFilter *)0x0);
if ((pCVar10 == (CBaseEntity *)0x0) ||
(cVar1 = (**(code **)(*(int *)pCVar10 + 0x16c))(pCVar10), cVar1 == '\0')) {
if (*(int *)(param_1 + 0x18) == 2) {
puVar5 = &DAT_00d539c2;
if (*(undefined1 **)(param_1 + 8) != (undefined1 *)0x0) {
puVar5 = *(undefined1 **)(param_1 + 8);
}
}
else {
puVar5 = (undefined1 *)variant_t::ToString((variant_t *)(param_1 + 8));
}
puVar7 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
puVar7 = *(undefined1 **)(this + 0x154);
}
Warning("%s InputActivate: entity %s not found or is not a player!\n",puVar7,puVar5);
return;
}
LAB_006d2906:
cVar1 = (**(code **)(*(int *)pCVar10 + 0x16c))(pCVar10);
if (cVar1 == '\0') {
pCVar10 = (CBaseEntity *)0x0;
}
}
else {
piVar4 = *(int **)param_1;
if ((piVar4 == (int *)0x0) || (cVar1 = (**(code **)(*piVar4 + 0x16c))(piVar4), cVar1 == '\0')) {
Warning();
return;
}
pCVar10 = *(CBaseEntity **)param_1;
if (pCVar10 != (CBaseEntity *)0x0) goto LAB_006d2906;
pCVar10 = (CBaseEntity *)0x0;
}
uVar3 = *(uint *)(this + 0x600);
if ((((uVar3 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar6 + 8) != uVar3 >> 0xc)) ||
(*(CBaseEntity **)(puVar6 + 4) == (CBaseEntity *)0x0)) {
if (pCVar10 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x600) = 0xffffffff;
goto LAB_006d263e;
}
}
else if (pCVar10 != *(CBaseEntity **)(puVar6 + 4)) {
return;
}
puVar2 = (undefined4 *)(**(code **)(*(int *)pCVar10 + 0xc))(pCVar10);
*(undefined4 *)(this + 0x600) = *puVar2;
LAB_006d263e:
COutputEvent::FireOutput((COutputEvent *)(this + 0x448),pCVar10,(CBaseEntity *)this,0.0);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
uVar3 = *(uint *)(this + 0x148);
if ((uVar3 & 0x20) != 0) {
uVar3 = *(uint *)(this + 0x600);
pCVar10 = (CBaseEntity *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar3 >> 0xc)) {
pCVar10 = *(CBaseEntity **)(puVar6 + 4);
}
CBaseEntity::AddFlag(pCVar10,0x40);
uVar3 = *(uint *)(this + 0x148);
}
if ((uVar3 & 0x40) != 0) {
uVar3 = *(uint *)(this + 0x600);
iVar8 = 0;
if (((uVar3 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar3 >> 0xc)) {
iVar8 = *(int *)(puVar6 + 4);
}
uVar11 = *(uint *)(iVar8 + 0x1a7c) | 1;
if (*(uint *)(iVar8 + 0x1a7c) != uVar11) {
(**(code **)(*(int *)(iVar8 + 0x1a40) + 4))(iVar8 + 0x1a40,iVar8 + 0x1a7c);
*(uint *)(iVar8 + 0x1a7c) = uVar11;
uVar3 = *(uint *)(this + 0x600);
}
pCVar9 = (CBaseCombatCharacter *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar3 >> 0xc)) {
pCVar9 = *(CBaseCombatCharacter **)(puVar6 + 4);
}
iVar8 = CBaseCombatCharacter::GetActiveWeapon(pCVar9);
if (iVar8 != 0) {
uVar3 = *(uint *)(this + 0x600);
pCVar9 = (CBaseCombatCharacter *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar3 >> 0xc)) {
pCVar9 = *(CBaseCombatCharacter **)(puVar6 + 4);
}
piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon(pCVar9);
if (piVar4 == (int *)0x0) {
*(undefined4 *)(this + 0x444) = 0xffffffff;
}
else {
puVar2 = (undefined4 *)(**(code **)(*piVar4 + 0xc))(piVar4);
*(undefined4 *)(this + 0x444) = *puVar2;
}
uVar3 = *(uint *)(this + 0x600);
pCVar9 = (CBaseCombatCharacter *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar3 >> 0xc)) {
pCVar9 = *(CBaseCombatCharacter **)(puVar6 + 4);
}
piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon(pCVar9);
(**(code **)(*piVar4 + 0x428))(piVar4,0);
uVar3 = *(uint *)(this + 0x600);
pCVar9 = (CBaseCombatCharacter *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar3 >> 0xc)) {
pCVar9 = *(CBaseCombatCharacter **)(puVar6 + 4);
}
CBaseCombatCharacter::SetActiveWeapon(pCVar9,(CBaseCombatWeapon *)0x0);
uVar3 = *(uint *)(this + 0x600);
this_00 = (CBasePlayer *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar3 >> 0xc)) {
this_00 = *(CBasePlayer **)(puVar6 + 4);
}
CBasePlayer::HideViewModels(this_00);
}
}
this[0x5f8] = (CGameUI)0x1;
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.