CTerrorPlayer::OnReleasingWithTongue
0x00842bb0 · 375 bytes · __thiscall
_ZN13CTerrorPlayer21OnReleasingWithTongueEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::OnReleasingWithTongue() */
void __thiscall CTerrorPlayer::OnReleasingWithTongue(CTerrorPlayer *this)
{
uint uVar1;
CBaseEdict *this_00;
int iVar2;
int iVar3;
undefined *puVar4;
undefined *puVar5;
puVar5 = g_pEntityList;
uVar1 = *(uint *)(this + 0x30bc);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
iVar3 = __dynamic_cast(*(int *)(puVar4 + 4),&CBaseAbility::typeinfo,&CTongue::typeinfo,0);
if (iVar3 != 0) {
CTongue::SnapTongueBackToMouth();
puVar5 = g_pEntityList;
}
}
this[0x33fc] = (CTerrorPlayer)0x0;
this[0x33fd] = (CTerrorPlayer)0x0;
if ((puVar5 == (undefined *)0xfffffffc) || (*(int *)(puVar5 + 8) != 0)) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(puVar5 + 4);
}
uVar1 = *(uint *)(this + 0x33c0);
if (((uVar1 == 0xffffffff) ||
(puVar5 = puVar5 + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(puVar5 + 4);
}
if (iVar3 != iVar2) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
*(undefined4 *)(this + 0x33c0) = 0;
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x33c0) = 0;
}
}
(**(code **)(*(int *)this + 0x81c))(this);
(**(code **)(*(int *)this + 0x7fc))(this,0x5b,0);
CBasePlayer::RumbleEffect((CBasePlayer *)this,'%','\0','\x01');
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.