CTerrorPlayer::GiveDefaultItems
0x0099d690 · 1003 bytes · __thiscall
_ZN13CTerrorPlayer16GiveDefaultItemsEv
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CTerrorPlayer::GiveDefaultItems() */
void __thiscall CTerrorPlayer::GiveDefaultItems(CTerrorPlayer *this)
{
code *pcVar1;
int iVar2;
char cVar3;
CTerrorPlayer *pCVar4;
undefined4 *puVar5;
CAmmoDef *pCVar6;
undefined4 uVar7;
char *pcVar8;
int iVar9;
undefined4 uVar10;
undefined4 local_34;
undefined4 local_30;
undefined4 local_28;
undefined4 local_24;
int local_20;
local_34 = 0;
local_30 = 0;
if (___atan2f_finite == 0) {
local_20 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_34,0,0,0,0,"/data/src/game/server/terror/terrorplayer.cpp",
0x11e3,&GiveDefaultItems()::tm_fmt,"(%s)%s","Unaccounted",
"CTerrorPlayer::GiveDefaultItems");
local_20 = ___atan2f_finite;
}
iVar2 = _DAT_0105db00;
local_28 = local_34;
local_24 = local_30;
/* try { // try from 0099d8c6 to 0099d914 has its CatchHandler @ 0099dab6 */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar9 = ThreadGetCurrentId(), iVar2 == iVar9)) {
if ((char *)*_DAT_0105d15c != "CTerrorPlayer::GiveDefaultItems") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xd163f4,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
/* try { // try from 0099d747 to 0099d859 has its CatchHandler @ 0099da95 */
pCVar4 = (CTerrorPlayer *)CBaseEntity::GetTeamNumber((CBaseEntity *)this);
cVar3 = IsASurvivorTeam((int)pCVar4);
if (cVar3 != '\0') {
cVar3 = CDirectorChallengeMode::GiveDefaultItems
(*(CDirectorChallengeMode **)(TheDirector + 0x648),this);
iVar2 = _DAT_0105db00;
if (cVar3 != '\0') {
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar9 = ThreadGetCurrentId(), iVar2 == iVar9)) {
cVar3 = CVProfNode::ExitScope();
if (cVar3 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (local_20 == 0) {
return;
}
(**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
return;
}
(**(code **)(*(int *)this + 0x6c0))(this,"weapon_pistol",0,1,0);
cVar3 = CTerrorGameRules::IsSurvivalMode();
/* try { // try from 0099da80 to 0099da84 has its CatchHandler @ 0099da95 */
if (((cVar3 != '\0') || (cVar3 = CTerrorGameRules::IsScavengeMode(), cVar3 != '\0')) &&
(this[0x4000] == (CTerrorPlayer)0x0)) {
/* try { // try from 0099d9ed to 0099da48 has its CatchHandler @ 0099da95 */
(**(code **)(*(int *)this + 0x6c0))(this,"weapon_pistol",0,1,0);
(**(code **)(*(int *)this + 0x6c0))(this,"first_aid_kit",0,1,0);
(**(code **)(*(int *)this + 0x6c0))(this,"pain_pills",0,1,0);
}
CBaseCombatCharacter::RemoveAllAmmo((CBaseCombatCharacter *)this);
puVar5 = (undefined4 *)GetAmmoDef();
pcVar1 = *(code **)*puVar5;
pCVar6 = (CAmmoDef *)GetAmmoDef();
uVar7 = CAmmoDef::Index(pCVar6,"AMMO_TYPE_PISTOL");
pcVar8 = (char *)(*pcVar1)(puVar5,uVar7,this);
uVar10 = 0;
CBaseCombatCharacter::GiveAmmo((int)this,pcVar8,true);
puVar5 = (undefined4 *)GetAmmoDef();
pcVar1 = *(code **)*puVar5;
pCVar6 = (CAmmoDef *)GetAmmoDef();
uVar7 = CAmmoDef::Index(pCVar6,"AMMO_TYPE_PISTOL_MAGNUM");
pcVar8 = (char *)(*pcVar1)(puVar5,uVar7,this,uVar10);
CBaseCombatCharacter::GiveAmmo((int)this,pcVar8,true);
pCVar4 = this;
}
iVar2 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar9 = ThreadGetCurrentId(pCVar4), iVar2 == iVar9)) {
cVar3 = CVProfNode::ExitScope();
if (cVar3 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (local_20 != 0) {
(**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
}
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.