CTerrorPlayer::OnAttackSuccess
0x00997e10 · 246 bytes · __thiscall
_ZN13CTerrorPlayer15OnAttackSuccessEP20CBaseCombatCharacterb
Decompiled
undefined (3 params)
/* CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter*, bool) */
void __thiscall
CTerrorPlayer::OnAttackSuccess(CTerrorPlayer *this,CBaseCombatCharacter *param_1,bool param_2)
{
char cVar1;
int iVar2;
CBaseCombatCharacter *pCVar3;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (((((iVar2 != 3) || (iVar2 = (**(code **)(*(int *)this + 0x544))(this), iVar2 != 8)) ||
(cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 == '\0')) ||
((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 != '\0' ||
(cVar1 = IsStaggering(this), cVar1 != '\0')))) ||
(cVar1 = CTerrorGameRules::HasPlayerControlledZombies(), cVar1 != '\0')) {
return;
}
if (((param_2) || (iVar2 = GetDifficulty(), iVar2 == 0)) &&
((param_1 != (CBaseCombatCharacter *)0x0 &&
(cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0')))) {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
pCVar3 = (CBaseCombatCharacter *)0x0;
if (cVar1 != '\0') {
pCVar3 = param_1;
}
cVar1 = (**(code **)(*(int *)pCVar3 + 0x7e8))(pCVar3);
if ((cVar1 != '\0') || (iVar2 = GetDifficulty(), iVar2 == 0)) {
iVar2 = *(int *)this;
goto LAB_00997ecd;
}
}
iVar2 = *(int *)this;
LAB_00997ecd:
/* WARNING: Could not recover jumptable at 0x00997ee4. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(iVar2 + 0x7fc))();
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.