CEnvWeaponfire::WeaponfireThink
0x008cd790 · 586 bytes · __thiscall
_ZN14CEnvWeaponfire15WeaponfireThinkEv
Decompiled
undefined (1 param)
/* CEnvWeaponfire::WeaponfireThink() */
void __thiscall CEnvWeaponfire::WeaponfireThink(CEnvWeaponfire *this)
{
float fVar1;
float fVar2;
uint uVar3;
CBaseEdict *pCVar4;
char cVar5;
int iVar6;
int iVar7;
CBaseEntity *pCVar8;
undefined *puVar9;
longdouble lVar10;
cVar5 = EstablishTarget(this);
if (cVar5 == '\0') {
fVar1 = *(float *)(gpGlobals + 0xc);
lVar10 = (longdouble)RandomFloat(0x3e800000,0x3f000000);
CBaseEntity::SetNextThink((CBaseEntity *)this,(float)lVar10 + fVar1,(char *)0x0);
if (*(int *)(this + 0x484) == 0) {
return;
}
if (this[0x6c] == (CEnvWeaponfire)0x0) {
pCVar4 = *(CBaseEdict **)(this + 0x30);
if (pCVar4 != (CBaseEdict *)0x0) {
*(uint *)pCVar4 = *(uint *)pCVar4 | 0x101;
iVar7 = CBaseEdict::GetChangeAccessor(pCVar4);
*(undefined2 *)(iVar7 + 2) = 0;
}
}
else {
this[0x70] = (CEnvWeaponfire)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x484) = 0;
return;
}
iVar7 = *(int *)(this + 0x484);
if (this[0x6c] == (CEnvWeaponfire)0x0) {
pCVar4 = *(CBaseEdict **)(this + 0x30);
if (pCVar4 != (CBaseEdict *)0x0) {
*(uint *)pCVar4 = *(uint *)pCVar4 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar4);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this[0x70] = (CEnvWeaponfire)((byte)this[0x70] | 1);
}
*(int *)(this + 0x484) = iVar7 + 1;
FireShot(this);
iVar7 = CTerrorWeaponInfo::GetWeaponInfo(*(undefined4 *)(this + 0x478));
fVar1 = *(float *)(iVar7 + 0x9dc);
if (*(int *)(this + 0x484) < *(int *)(this + 0x480)) {
uVar3 = *(uint *)(this + 0x45c);
pCVar8 = (CBaseEntity *)0x0;
if (((uVar3 != 0xffffffff) &&
(puVar9 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar9 + 8) == uVar3 >> 0xc)) {
pCVar8 = *(CBaseEntity **)(puVar9 + 4);
}
cVar5 = IsValidTarget(this,pCVar8);
if (cVar5 == '\0') {
fVar1 = *(float *)(gpGlobals + 0xc);
lVar10 = (longdouble)RandomFloat(0x3e800000,0x3f000000);
CBaseEntity::SetNextThink((CBaseEntity *)this,(float)lVar10 + fVar1,(char *)0x0);
return;
}
CBaseEntity::SetNextThink((CBaseEntity *)this,fVar1 + *(float *)(gpGlobals + 0xc),(char *)0x0);
return;
}
ResetBurst(this);
fVar2 = *(float *)(gpGlobals + 0xc);
lVar10 = (longdouble)RandomFloat(fVar1 + fVar1,0x3f800000);
CBaseEntity::SetNextThink((CBaseEntity *)this,(float)lVar10 + fVar2,(char *)0x0);
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.