SurvivorBot::MaintainWeaponry
0x0093a5c0 · 248 bytes · __thiscall
_ZN11SurvivorBot16MaintainWeaponryEv
Decompiled
undefined (1 param)
/* SurvivorBot::MaintainWeaponry() */
void __thiscall SurvivorBot::MaintainWeaponry(SurvivorBot *this)
{
char cVar1;
int iVar2;
longdouble lVar3;
cVar1 = (**(code **)(*(int *)this + 0x908))(this,3);
if (((cVar1 != '\0') &&
(lVar3 = (longdouble)CTerrorPlayer::GetTimeSinceLastFiredWeapon((CTerrorPlayer *)this),
1.0 < (float)lVar3)) &&
((iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this), iVar2 == 0 ||
(*(char *)(iVar2 + 0x1459) == '\0')))) {
(**(code **)(*(int *)this + 0x950))(this,0xbf800000);
}
cVar1 = IsAvailable(this);
if ((cVar1 != '\0') &&
(lVar3 = (longdouble)CTerrorPlayer::GetTimeSinceLastFiredWeapon((CTerrorPlayer *)this),
5.0 < (float)lVar3)) {
if ((0.0 < *(float *)(this + 0x1ab98)) &&
(lVar3 = (longdouble)IntervalTimer::Now(), (float)lVar3 - *(float *)(this + 0x1ab98) <= 5.0))
{
return;
}
iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if ((iVar2 == 0) || (*(char *)(iVar2 + 0x1459) == '\0')) {
(**(code **)(*(int *)this + 0x950))(this,0xbf800000);
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.