SavedTerrorGun::PostSpawn
0x00867d40 · 780 bytes · __thiscall
_ZN14SavedTerrorGun9PostSpawnEP11CBaseEntity
Decompiled
undefined (2 params)
/* SavedTerrorGun::PostSpawn(CBaseEntity*) */
void __thiscall SavedTerrorGun::PostSpawn(SavedTerrorGun *this,CBaseEntity *param_1)
{
CBaseEdict *pCVar1;
CTerrorGun *this_00;
int iVar2;
int iVar3;
int iVar4;
char *__s;
undefined4 uVar5;
int in_GS_OFFSET;
double dVar6;
double dVar7;
double dVar8;
float local_30;
float local_2c;
float local_28;
Color local_24;
undefined1 local_23;
undefined1 local_22;
undefined1 local_21;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (param_1 != (CBaseEntity *)0x0) {
this_00 = (CTerrorGun *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CTerrorGun::typeinfo,0);
if (this_00 != (CTerrorGun *)0x0) {
iVar2 = KeyValues::GetInt(*(KeyValues **)(this + 4),"dual",0);
if (iVar2 != 0) {
(**(code **)(*(int *)this_00 + 0x71c))(this_00);
}
CTerrorGun::SetUpgradeBitVec(this_00,(CBitVec *)(this + 0xc));
uVar5 = *(undefined4 *)(this + 8);
if (SUB41(uVar5,0) != this_00[0x1790]) {
if (this_00[0x6c] == (CTerrorGun)0x0) {
pCVar1 = *(CBaseEdict **)(this_00 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this_00[0x70] = (CTerrorGun)((byte)this_00[0x70] | 1);
}
this_00[0x1790] = SUB41(uVar5,0);
}
}
iVar2 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CWeaponCSBase::typeinfo,0);
if (iVar2 != 0) {
iVar3 = KeyValues::GetInt(*(KeyValues **)(this + 4),"currentMagazine",0);
if (iVar3 != *(int *)(iVar2 + 0x1420)) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)(iVar2 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
*(int *)(iVar2 + 0x1420) = iVar3;
}
iVar3 = KeyValues::GetInt(*(KeyValues **)(this + 4),"extraAmmo",0);
if (iVar3 != *(int *)(iVar2 + 0x14fc)) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)(iVar2 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
*(int *)(iVar2 + 0x14fc) = iVar3;
}
iVar3 = KeyValues::GetInt(*(KeyValues **)(this + 4),"weaponskin",0);
if (iVar3 != *(int *)(iVar2 + 0x458)) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)(iVar2 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
*(int *)(iVar2 + 0x458) = iVar3;
}
goto LAB_00867f0c;
}
}
__s = (char *)KeyValues::GetString(*(KeyValues **)(this + 4),"pos","");
local_30 = vec3_origin;
local_2c = DAT_01053d4c;
local_28 = DAT_01053d50;
sscanf(__s,"%f %f %f",&local_30,&local_2c,&local_28);
dVar8 = (double)local_28;
dVar7 = (double)local_2c;
dVar6 = (double)local_30;
uVar5 = KeyValues::GetString(*(KeyValues **)(this + 4),"classname","");
local_24 = 0;
local_23 = 0xff;
local_22 = 0xc0;
local_21 = 0xff;
ConColorMsg(&local_24,"Removing bad weapon %s at %.0f, %.0f, %.0f\n",uVar5,dVar6,dVar7,dVar8);
UTIL_Remove(param_1);
LAB_00867f0c:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.