CBasePlayer::BumpWeapon
0x007a7f00 · 480 bytes · __thiscall
_ZN11CBasePlayer10BumpWeaponEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CBasePlayer::BumpWeapon(CBaseCombatWeapon*) */
undefined4 __thiscall CBasePlayer::BumpWeapon(CBasePlayer *this,CBaseCombatWeapon *param_1)
{
char cVar1;
int iVar2;
undefined4 uVar3;
undefined4 uVar4;
char *pcVar5;
iVar2 = CBaseCombatWeapon::GetOwner(param_1);
if (this[0x17d9] == (CBasePlayer)0x0) {
if (((iVar2 == 0) && (cVar1 = (**(code **)(*(int *)this + 0x464))(this,param_1), cVar1 != '\0'))
&& (uVar3 = (**(code **)(*g_pGameRules + 0x14c))(g_pGameRules,this,param_1),
(char)uVar3 != '\0')) {
if (*(int *)(hl2_episodic._28_4_ + 0x30) == 0) {
cVar1 = (**(code **)(*(int *)param_1 + 0x264))(param_1,this,0x200400b,0);
if ((cVar1 == '\0') && (((byte)this[0x151] & 0x80) == 0)) {
return 0;
}
}
else {
cVar1 = UTIL_ItemCanBeTouchedByPlayer((CBaseEntity *)param_1,this);
if ((cVar1 == '\0') && (gEvilImpulse101 == 0)) {
return 0;
}
}
iVar2 = (**(code **)(*(int *)param_1 + 0x3a8))(param_1);
pcVar5 = "";
if (*(char **)(param_1 + 0x7c) != (char *)0x0) {
pcVar5 = *(char **)(param_1 + 0x7c);
}
iVar2 = CBaseCombatCharacter::Weapon_OwnsThisType((CBaseCombatCharacter *)this,pcVar5,iVar2);
if (iVar2 == 0) {
(**(code **)(*(int *)param_1 + 0x5b0))(param_1);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(param_1 + 0x194),(uint)(*(ushort *)(param_1 + 0x1b4) | 4))
;
CBaseEntity::AddEffects((CBaseEntity *)param_1,0x20);
(**(code **)(*(int *)this + 0x468))(this,param_1);
uVar4 = (**(code **)(*(int *)this + 0x4fc))(this);
if ((char)uVar4 != '\0') {
(**(code **)(*(int *)param_1 + 0x428))(param_1,0);
return uVar4;
}
return uVar3;
}
uVar3 = (**(code **)(*(int *)this + 0x46c))(this,param_1);
if (((char)uVar3 != '\0') &&
(cVar1 = (**(code **)(*(int *)param_1 + 0x410))(param_1), cVar1 == '\0')) {
UTIL_Remove((CBaseEntity *)param_1);
return uVar3;
}
}
else if (gEvilImpulse101 != 0) {
UTIL_Remove((CBaseEntity *)param_1);
return 0;
}
}
return 0;
}
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.