CTerrorPlayer::RestoreWeapons
0x0099ca40 · 644 bytes · __thiscall
_ZN13CTerrorPlayer14RestoreWeaponsEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::RestoreWeapons() */
void __thiscall CTerrorPlayer::RestoreWeapons(CTerrorPlayer *this)
{
code *pcVar1;
CBaseEdict *this_00;
char cVar2;
undefined4 uVar3;
int *piVar4;
int iVar5;
int iVar6;
int iVar7;
int iVar8;
int iVar9;
bool bVar10;
if (this[0x4000] != (CTerrorPlayer)0x0) {
return;
}
iVar9 = *(int *)(this + 0x3f94);
iVar8 = *(int *)(survivor_respawn_with_guns._28_4_ + 0x30);
cVar2 = CTerrorGameRules::IsScavengeMode();
if ((cVar2 == '\0') && (cVar2 = CTerrorGameRules::IsSurvivalMode(), cVar2 == '\0')) {
cVar2 = CDirector::IsFirstMapInScenario();
if (cVar2 != '\0') goto LAB_0099ca80;
iVar7 = *(int *)(this + 0x3f98);
if (iVar8 == 2) {
if (iVar7 == 1) {
if (this[0x3f9c] == (CTerrorPlayer)0x0) goto LAB_0099cb99;
(**(code **)(*(int *)this + 0x6c0))(this,"weapon_pistol",0,1,0);
}
else if (iVar7 != 0) {
LAB_0099cb99:
pcVar1 = *(code **)(*(int *)this + 0x6c0);
uVar3 = WeaponIDToClassname(iVar7);
(*pcVar1)(this,uVar3,0,1,0);
}
goto LAB_0099ca82;
}
iVar7 = *(int *)(this + 0x3f90);
if (iVar7 == 0) {
return;
}
if (iVar8 != 1) goto LAB_0099ca90;
iVar8 = GetWeaponInfo(iVar7);
if ((iVar8 != 0) && ((*(int *)(iVar8 + 0xbe8) == 2 || (iVar7 == 0x15)))) {
iVar8 = *(int *)(iVar8 + 0x894);
if ((iVar8 == 4) || (iVar8 == 2)) {
iVar8 = 1;
}
iVar5 = 3;
if (iVar7 != 0x15) {
iVar5 = iVar8;
}
iVar8 = 1;
do {
iVar6 = GetWeaponInfo(iVar8);
if (((iVar6 != 0) && (*(int *)(iVar6 + 0x894) == iVar5)) && (*(int *)(iVar6 + 0xbe8) == 1))
{
bVar10 = false;
iVar7 = iVar8;
goto LAB_0099ca9b;
}
iVar8 = iVar8 + 1;
} while (iVar8 != 0x2d);
bVar10 = iVar9 != -1;
goto LAB_0099ca9b;
}
}
else {
iVar9 = -1;
LAB_0099ca80:
iVar8 = 0;
LAB_0099ca82:
iVar7 = *(int *)(this + 0x3f90);
if (iVar7 == 0) {
return;
}
LAB_0099ca90:
if (iVar8 == 0) {
return;
}
}
bVar10 = iVar9 != -1;
LAB_0099ca9b:
pcVar1 = *(code **)(*(int *)this + 0x6c0);
uVar3 = WeaponIDToAlias(iVar7);
uVar3 = UTIL_VarArgs("weapon_%s",uVar3);
piVar4 = (int *)(*pcVar1)(this,uVar3,0,1,0);
if ((piVar4 != (int *)0x0) && (bVar10)) {
iVar9 = (**(code **)(*piVar4 + 0x55c))(piVar4);
if (iVar9 != -1) {
CBaseCombatCharacter::SetAmmoCount((CBaseCombatCharacter *)this,*(int *)(this + 0x3f94),iVar9)
;
}
if (*(char *)((int)piVar4 + 0x17e2) != '\0') {
if ((char)piVar4[0x1b] == '\0') {
this_00 = (CBaseEdict *)piVar4[0xc];
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar9 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar9 + 2) = 0;
}
}
else {
*(byte *)(piVar4 + 0x1c) = *(byte *)(piVar4 + 0x1c) | 1;
}
*(undefined1 *)((int)piVar4 + 0x17e2) = 0;
}
}
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.