CTerrorPlayer::BumpWeapon
0x0099c200 · 2058 bytes · __thiscall
_ZN13CTerrorPlayer10BumpWeaponEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CTerrorPlayer::BumpWeapon(CBaseCombatWeapon*) */
char __thiscall CTerrorPlayer::BumpWeapon(CTerrorPlayer *this,CBaseCombatWeapon *param_1)
{
CBaseEdict *pCVar1;
code *pcVar2;
char cVar3;
char cVar4;
int iVar5;
CBaseEntity *pCVar6;
int *piVar7;
CTerrorPlayer *pCVar8;
CTerrorPlayer *pCVar9;
CBaseCSGrenade *this_00;
int iVar10;
int iVar11;
undefined4 uVar12;
byte *pbVar13;
byte *pbVar14;
byte *pbVar15;
bool bVar16;
bool bVar17;
byte bVar18;
longdouble lVar19;
longdouble lVar20;
bVar18 = 0;
if (param_1 == (CBaseCombatWeapon *)0x0) {
CCollisionProperty::SetSolidFlags((CCollisionProperty *)0x194,_DAT_000001b4 | 4);
CBaseEntity::AddEffects((CBaseEntity *)0x0,0x20);
(**(code **)(*(int *)this + 0x468))(this,0);
return '\x01';
}
iVar5 = CBaseCombatWeapon::GetOwner(param_1);
if (((iVar5 != 0) || (cVar3 = (**(code **)(*(int *)this + 0x464))(this,param_1), cVar3 == '\0'))
|| (cVar3 = (**(code **)(*g_pGameRules + 0x14c))(g_pGameRules,this,param_1), cVar3 == '\0')) {
if (gEvilImpulse101 == 0) {
return '\0';
}
UTIL_Remove((CBaseEntity *)param_1);
return '\0';
}
pCVar6 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x500))(param_1);
if ((pCVar6 != (CBaseEntity *)0x0) &&
(cVar4 = (**(code **)(*(int *)pCVar6 + 0x70c))(pCVar6), cVar4 != '\0')) {
iVar5 = (**(code **)(*(int *)pCVar6 + 0x638))(pCVar6);
piVar7 = (int *)CCSPlayer::GetCSWeapon((CCSPlayer *)this,iVar5);
if ((piVar7 != (int *)0x0) &&
(piVar7 = (int *)(**(code **)(*piVar7 + 0x500))(piVar7), piVar7 != (int *)0x0)) {
cVar4 = (**(code **)(*piVar7 + 0x674))(piVar7);
if (cVar4 == '\0') {
cVar3 = (**(code **)(*piVar7 + 0x71c))(piVar7);
if (cVar3 == '\0') {
return '\0';
}
iVar5 = *(int *)(pCVar6 + 0x14fc);
if ((iVar5 != 0) && (iVar10 = (**(code **)(*(int *)pCVar6 + 0x55c))(pCVar6), iVar10 != -1))
{
if (*(int *)(pCVar6 + 0x14fc) != 0) {
if (pCVar6[0x6c] == (CBaseEntity)0x0) {
pCVar1 = *(CBaseEdict **)(pCVar6 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar11 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar11 + 2) = 0;
}
}
else {
pCVar6[0x70] = (CBaseEntity)((byte)pCVar6[0x70] | 1);
}
*(undefined4 *)(pCVar6 + 0x14fc) = 0;
}
CBaseCombatCharacter::SetAmmoCount((CBaseCombatCharacter *)this,iVar5,iVar10);
}
pCVar8 = (CTerrorPlayer *)(**(code **)(*(int *)pCVar6 + 0x5e0))(pCVar6);
if ((((pCVar8 != (CTerrorPlayer *)0x0) &&
(cVar4 = (**(code **)(*(int *)pCVar8 + 0x16c))(pCVar8), cVar4 != '\0')) &&
(this != pCVar8)) &&
((pCVar9 = (CTerrorPlayer *)(**(code **)(*(int *)pCVar6 + 0x678))(pCVar6), this == pCVar9
&& (piVar7 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"weapon_given",0,0),
piVar7 != (int *)0x0)))) {
pcVar2 = *(code **)(*piVar7 + 0x30);
uVar12 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
(*pcVar2)(piVar7,"userid",uVar12);
pcVar2 = *(code **)(*piVar7 + 0x30);
uVar12 = (**(code **)(*engine + 0x40))(engine,*(int *)(pCVar8 + 0x30));
(*pcVar2)(piVar7,"giver",uVar12);
pcVar2 = *(code **)(*piVar7 + 0x30);
uVar12 = (**(code **)(*(int *)pCVar6 + 0x638))(pCVar6);
(*pcVar2)(piVar7,"weapon",uVar12);
if (*(int *)(pCVar6 + 0x30) == 0) {
iVar5 = 0;
}
else {
iVar5 = *(int *)(pCVar6 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar7 + 0x30))(piVar7,"weaponentid",iVar5);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar7,0);
}
cVar4 = (**(code **)(*(int *)pCVar6 + 0x674))(pCVar6);
if (cVar4 == '\0') {
UTIL_Remove(pCVar6);
return cVar3;
}
(**(code **)(*(int *)pCVar6 + 0x720))(pCVar6,0);
return cVar4;
}
cVar4 = (**(code **)(*(int *)pCVar6 + 0x674))(pCVar6);
if (cVar4 == '\0') {
return '\0';
}
}
}
cVar4 = (**(code **)(*(int *)this + 0x480))(this,param_1);
if (cVar4 != '\0') {
pcVar2 = *(code **)(*(int *)this + 0x8ec);
uVar12 = (**(code **)(*(int *)param_1 + 0x530))(param_1);
(*pcVar2)(this,uVar12);
}
cVar4 = (**(code **)(*(int *)this + 0x480))(this,param_1);
if (cVar4 != '\0') {
return '\0';
}
(**(code **)(*(int *)param_1 + 0x5b0))(param_1);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(param_1 + 0x194),(uint)(*(ushort *)(param_1 + 0x1b4) | 4));
CBaseEntity::AddEffects((CBaseEntity *)param_1,0x20);
(**(code **)(*(int *)this + 0x468))(this,param_1);
iVar5 = *(int *)(param_1 + 0x14fc);
iVar10 = (**(code **)(*(int *)param_1 + 0x530))(param_1);
if (((iVar10 != 2) && (iVar5 != 0)) &&
(iVar10 = (**(code **)(*(int *)param_1 + 0x55c))(param_1), iVar10 != -1)) {
if (*(int *)(param_1 + 0x14fc) != 0) {
if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar11 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar11 + 2) = 0;
}
}
else {
param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
}
*(undefined4 *)(param_1 + 0x14fc) = 0;
}
CBaseCombatCharacter::SetAmmoCount((CBaseCombatCharacter *)this,iVar5,iVar10);
}
piVar7 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"item_pickup",0,0);
if (piVar7 != (int *)0x0) {
pbVar13 = *(byte **)(param_1 + 0x7c);
bVar16 = false;
if (pbVar13 == (byte *)0x0) {
pbVar13 = &DAT_00d539c2;
}
else {
iVar5 = 7;
bVar17 = false;
pbVar14 = pbVar13;
pbVar15 = (byte *)"weapon_";
do {
if (iVar5 == 0) break;
iVar5 = iVar5 + -1;
bVar16 = *pbVar14 < *pbVar15;
bVar17 = *pbVar14 == *pbVar15;
pbVar14 = pbVar14 + (uint)bVar18 * -2 + 1;
pbVar15 = pbVar15 + (uint)bVar18 * -2 + 1;
} while (bVar17);
if ((!bVar16 && !bVar17) == bVar16) {
pbVar13 = pbVar13 + 7;
}
}
pcVar2 = *(code **)(*piVar7 + 0x30);
uVar12 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
(*pcVar2)(piVar7,"userid",uVar12);
(**(code **)(*piVar7 + 0x3c))(piVar7,"item",pbVar13);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar7,0);
}
pCVar8 = (CTerrorPlayer *)(**(code **)(*(int *)param_1 + 0x5e0))(param_1);
if ((((pCVar8 != (CTerrorPlayer *)0x0) &&
(cVar4 = (**(code **)(*(int *)pCVar8 + 0x16c))(pCVar8), cVar4 != '\0')) && (this != pCVar8))
&& (pCVar9 = (CTerrorPlayer *)(**(code **)(*(int *)param_1 + 0x678))(param_1), this == pCVar9))
{
piVar7 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"weapon_given",0,0);
if (piVar7 != (int *)0x0) {
pcVar2 = *(code **)(*piVar7 + 0x30);
uVar12 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
(*pcVar2)(piVar7,"userid",uVar12);
pcVar2 = *(code **)(*piVar7 + 0x30);
uVar12 = (**(code **)(*engine + 0x40))(engine,*(int *)(pCVar8 + 0x30));
(*pcVar2)(piVar7,"giver",uVar12);
pcVar2 = *(code **)(*piVar7 + 0x30);
uVar12 = (**(code **)(*(int *)param_1 + 0x638))(param_1);
(*pcVar2)(piVar7,"weapon",uVar12);
if (*(int *)(param_1 + 0x30) == 0) {
iVar5 = 0;
}
else {
iVar5 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar7 + 0x30))(piVar7,"weaponentid",iVar5);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar7,0);
}
iVar5 = (**(code **)(*(int *)pCVar8 + 0x52c))(pCVar8);
if ((iVar5 != 0) &&
(iVar5 = (**(code **)(*(int *)pCVar8 + 0x52c))(pCVar8), (*(uint *)(iVar5 + 300) & 0x880) == 0
)) {
iVar5 = *(int *)(this + 0x100);
if (*(int *)(pCVar8 + 0x100) <= iVar5) {
lVar19 = (longdouble)(**(code **)(*(int *)this + 0x7e4))(this);
iVar10 = *(int *)(pCVar8 + 0x100);
lVar20 = (longdouble)(**(code **)(*(int *)pCVar8 + 0x7e4))(pCVar8);
if ((float)lVar20 + (float)iVar10 <= (float)lVar19 + (float)iVar5) goto LAB_0099c5a4;
}
iVar5 = *(int *)(pCVar8 + 0x3948);
if (pCVar8[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(pCVar8 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar10 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar10 + 2) = 0;
}
}
else {
pCVar8[0x70] = (CTerrorPlayer)((byte)pCVar8[0x70] | 1);
}
*(int *)(pCVar8 + 0x3948) = iVar5 + 1;
}
}
LAB_0099c5a4:
iVar5 = CWeaponCSBase::GetCSWpnData((CWeaponCSBase *)param_1);
if (*(int *)(iVar5 + 0x894) != 7) {
return cVar3;
}
this_00 = (CBaseCSGrenade *)
__dynamic_cast(param_1,&CTerrorWeapon::typeinfo,&CBaseCSGrenade::typeinfo,0);
if (this_00 != (CBaseCSGrenade *)0x0) {
CBaseCSGrenade::GiveDefaultAmmo(this_00);
return cVar3;
}
return cVar3;
}
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.