CPointScriptUseTarget::OnAdrenalineEnd
0x009021d0 · 172 bytes · __thiscall
_ZN21CPointScriptUseTarget15OnAdrenalineEndEv
Decompiled
undefined (1 param)
/* CPointScriptUseTarget::OnAdrenalineEnd() */
void __thiscall CPointScriptUseTarget::OnAdrenalineEnd(CPointScriptUseTarget *this)
{
uint uVar1;
CCSPlayer *this_00;
undefined *puVar2;
longdouble lVar3;
float fVar4;
puVar2 = g_pEntityList;
uVar1 = *(uint *)(this + 0x478);
this[0x464] = (CPointScriptUseTarget)0x0;
if ((((uVar1 != 0xffffffff) &&
(puVar2 = puVar2 + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
(this_00 = *(CCSPlayer **)(puVar2 + 4), this_00 != (CCSPlayer *)0x0)) {
fVar4 = *(float *)(gpGlobals + 0xc);
lVar3 = (longdouble)CCSPlayer::GetProgressBarStartTime(this_00);
*(float *)(this + 0x458) = *(float *)(this + 0x450);
fVar4 = fVar4 - (float)lVar3;
fVar4 = fVar4 + fVar4;
*(float *)(this + 0x454) = fVar4;
CTerrorPlayer::ModifyUseActionProgress((CTerrorPlayer *)this_00,fVar4,*(float *)(this + 0x450));
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.