CBasePlayer::UpdateGeigerCounter
0x007a9c50 · 275 bytes · __thiscall
_ZN11CBasePlayer19UpdateGeigerCounterEv
Decompiled
undefined (1 param)
/* CBasePlayer::UpdateGeigerCounter() */
void __thiscall CBasePlayer::UpdateGeigerCounter(CBasePlayer *this)
{
char cVar1;
int iVar2;
uint uVar3;
float fVar4;
undefined **local_3c [11];
if (*(float *)(this + 0x1f3c) <= *(float *)(gpGlobals + 0xc)) {
uVar3 = 0xff;
fVar4 = *(float *)(this + 0x1f38) * 0.25;
*(float *)(this + 0x1f3c) = *(float *)(gpGlobals + 0xc) + 0.25;
if (fVar4 <= 255.0) {
if (fVar4 <= 0.0) {
fVar4 = 0.0;
}
uVar3 = (int)fVar4 & 0xff;
}
cVar1 = (**(code **)(*(int *)this + 0x4fc))(this);
if ((cVar1 != '\0') && (uVar3 = uVar3 * 4, 0xff < uVar3)) {
uVar3 = 0xff;
}
if (*(uint *)(this + 8000) != uVar3) {
*(uint *)(this + 8000) = uVar3;
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
local_3c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
/* try { // try from 007a9cf7 to 007a9cfb has its CatchHandler @ 007a9d63 */
CRecipientFilter::AddRecipient((CRecipientFilter *)local_3c,this);
/* try { // try from 007a9cff to 007a9d20 has its CatchHandler @ 007a9d75 */
CRecipientFilter::MakeReliable((CRecipientFilter *)local_3c);
UserMessageBegin((IRecipientFilter *)local_3c,"Geiger");
MessageWriteByte(uVar3);
MessageEnd();
local_3c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
}
iVar2 = (**(code **)(*random_valve + 8))(random_valve,0,3);
if (iVar2 == 0) {
*(undefined4 *)(this + 0x1f38) = 0x447a0000;
}
}
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.