CWeaponSpawn::AbsorbWeapon
0x008d79e0 · 309 bytes · __thiscall
_ZN12CWeaponSpawn12AbsorbWeaponEP13CWeaponCSBase
Decompiled
undefined (2 params)
/* CWeaponSpawn::AbsorbWeapon(CWeaponCSBase*) */
undefined4 __thiscall CWeaponSpawn::AbsorbWeapon(CWeaponSpawn *this,CWeaponCSBase *param_1)
{
CBaseEdict *this_00;
char cVar1;
int iVar2;
int iVar3;
uint *puVar4;
uint uVar5;
if ((param_1 != (CWeaponCSBase *)0x0) &&
(((((byte)this[0x148] & 4) != 0 &&
(iVar3 = (**(code **)(*(int *)param_1 + 0x530))(param_1), iVar3 != 2)) ||
(cVar1 = (**(code **)(*(int *)param_1 + 0x670))(param_1), cVar1 == '\0')))) {
iVar2 = (**(code **)(*(int *)param_1 + 0x530))(param_1);
iVar3 = *(int *)(this + 0x144c);
if ((iVar2 != 2) || (*(int *)(this + 0x1454) != iVar3)) {
if (iVar3 == 0) {
VisibilityMonitor_AddEntity
((CBaseEntity *)this,400.0,WeaponSpawnVisibilityMonitorCallback,
CTerrorPlayer::DualWieldingFilter);
uVar5 = *(uint *)(this + 0xd4) & 0xffffffdf;
if (*(uint *)(this + 0xd4) == uVar5) {
puVar4 = *(uint **)(this + 0x30);
}
else {
if (this[0x6c] == (CWeaponSpawn)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
puVar4 = (uint *)0x0;
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
puVar4 = *(uint **)(this + 0x30);
}
}
else {
this[0x70] = (CWeaponSpawn)((byte)this[0x70] | 1);
puVar4 = *(uint **)(this + 0x30);
}
*(uint *)(this + 0xd4) = uVar5;
}
if (puVar4 != (uint *)0x0) {
*puVar4 = *puVar4 | 0x80;
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
iVar3 = *(int *)(this + 0x144c);
}
*(int *)(this + 0x144c) = iVar3 + 1;
CDirectorItemManager::RemoveItemFromScavengeCache
(*(CDirectorItemManager **)(TheDirector + 0x62c),(CBaseEntity *)param_1);
UTIL_Remove((CBaseEntity *)param_1);
return 1;
}
}
return 0;
}
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.