CTongue::ActivateAbility
0x00846e60 · 237 bytes · __thiscall
_ZN7CTongue15ActivateAbilityEv
Decompiled
undefined (1 param)
/* CTongue::ActivateAbility() */
void __thiscall CTongue::ActivateAbility(CTongue *this)
{
undefined4 uVar1;
uint uVar2;
CBaseEntity *this_00;
char cVar3;
undefined *puVar4;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
cVar3 = (**(code **)(*(int *)this + 0x32c))(this);
if (cVar3 != '\0') {
uVar2 = *(uint *)(this + 0x44c);
if ((((uVar2 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
(this_00 = *(CBaseEntity **)(puVar4 + 4), this_00 != (CBaseEntity *)0x0)) {
(**(code **)(*(int *)this_00 + 0x234))(&local_18,this_00);
*(undefined4 *)(this + 0x544) = local_18;
*(undefined4 *)(this + 0x548) = local_14;
*(undefined4 *)(this + 0x54c) = local_10;
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
uVar1 = *(undefined4 *)(this_00 + 0x2e4);
*(undefined4 *)(this + 0x544) = *(undefined4 *)(this_00 + 0x2e0);
*(undefined4 *)(this + 0x548) = uVar1;
UpdateTongueTarget(this);
if (*(int *)(this + 0x4ac) != 2) {
State_Transition();
}
CBaseAbility::ActivateAbility((CBaseAbility *)this);
return;
}
}
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.