ScavengeScan::IsFavoriteWeapon
0x00963fa0 · 453 bytes · __thiscall
_ZN12ScavengeScan16IsFavoriteWeaponE10CSWeaponID
Decompiled
undefined (2 params)
/* ScavengeScan::IsFavoriteWeapon(CSWeaponID) */
undefined4 __thiscall ScavengeScan::IsFavoriteWeapon(ScavengeScan *this,undefined4 param_2)
{
char cVar1;
int iVar2;
int iVar3;
CWeaponCSBase *pCVar4;
bool bVar5;
iVar2 = GetWeaponInfo(param_2);
if (iVar2 == 0) {
return 0;
}
bVar5 = *(int *)(iVar2 + 0xbe8) != 2;
iVar2 = *(int *)(iVar2 + 0x894);
iVar3 = ConvertToExternalCharacter(*(undefined4 *)(*(int *)this + 0x2ba0));
if (iVar3 == 3) {
LAB_009640e0:
if (bVar5) {
return 0;
}
cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
if ((cVar1 == '\0') && (cVar1 = CTerrorGameRules::IsSurvivalMode(), cVar1 == '\0')) {
if (iVar2 != 4) {
return 0;
}
pCVar4 = (CWeaponCSBase *)(**(code **)(**(int **)this + 0x484))(*(int **)this,0);
if (pCVar4 == (CWeaponCSBase *)0x0) {
return 1;
}
iVar2 = CWeaponCSBase::GetCSWpnData(pCVar4);
if (*(int *)(iVar2 + 0x894) != 4) {
return 1;
}
return 0;
}
LAB_009640f3:
if (iVar2 != 3) {
return 0;
}
}
else {
if (iVar3 < 4) {
if (iVar3 != 2) {
LAB_00964090:
if (iVar2 != 2) {
return 0;
}
if (bVar5) {
return 0;
}
pCVar4 = (CWeaponCSBase *)(**(code **)(**(int **)this + 0x484))(*(int **)this,0);
if (pCVar4 == (CWeaponCSBase *)0x0) {
return 1;
}
iVar2 = CWeaponCSBase::GetCSWpnData(pCVar4);
if (*(int *)(iVar2 + 0x894) != 2) {
return 1;
}
goto LAB_0096405e;
}
if (bVar5) {
if (iVar2 != 3) {
return 0;
}
pCVar4 = (CWeaponCSBase *)(**(code **)(**(int **)this + 0x484))(*(int **)this,0);
if ((pCVar4 != (CWeaponCSBase *)0x0) &&
(iVar2 = CWeaponCSBase::GetCSWpnData(pCVar4), *(int *)(iVar2 + 0x894) == 3)) {
return 0;
}
goto LAB_0096405e;
}
goto LAB_009640f3;
}
if (iVar3 == 5) goto LAB_009640e0;
if (iVar3 != 6) goto LAB_00964090;
if (iVar2 != 3) {
return 0;
}
if (bVar5) {
return 0;
}
}
pCVar4 = (CWeaponCSBase *)(**(code **)(**(int **)this + 0x484))(*(int **)this,0);
if (pCVar4 == (CWeaponCSBase *)0x0) {
return 1;
}
iVar2 = CWeaponCSBase::GetCSWpnData(pCVar4);
if (*(int *)(iVar2 + 0x894) != 3) {
return 1;
}
LAB_0096405e:
pCVar4 = (CWeaponCSBase *)(**(code **)(**(int **)this + 0x484))(*(int **)this,0);
if ((pCVar4 != (CWeaponCSBase *)0x0) &&
(iVar2 = CWeaponCSBase::GetCSWpnData(pCVar4), *(int *)(iVar2 + 0xbe8) == 2)) {
return 0;
}
return 1;
}
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.