CGunTarget::Wait
0x006d8210 · 241 bytes · __thiscall
_ZN10CGunTarget4WaitEv
Decompiled
undefined (1 param)
/* CGunTarget::Wait() */
void __thiscall CGunTarget::Wait(CGunTarget *this)
{
float fVar1;
uint uVar2;
int *piVar3;
int iVar4;
undefined *puVar5;
longdouble lVar6;
undefined4 local_20 [3];
undefined4 local_14;
undefined4 local_10;
uVar2 = *(uint *)(this + 0x4bc);
if ((((uVar2 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) &&
(piVar3 = *(int **)(puVar5 + 4), piVar3 != (int *)0x0)) {
local_20[0] = 0;
local_14 = 0xffffffff;
local_10 = 0;
(**(code **)(*piVar3 + 0xb4))(piVar3,"InPass",this,this,local_20,0);
lVar6 = (longdouble)(**(code **)(*piVar3 + 0x150))(piVar3);
fVar1 = (float)lVar6;
*(float *)(this + 0x448) = fVar1;
iVar4 = piVar3[0x3e];
*(code **)(this + 0x14) = Next;
*(undefined4 *)(this + 0x18) = 0;
*(int *)(this + 0xf8) = iVar4;
if (fVar1 != 0.0) {
CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,fVar1);
return;
}
Next(this);
return;
}
Stop(this);
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.