CTerrorPlayer::OnWeaponPickedUp
0x009a0770 · 760 bytes · __thiscall
_ZN13CTerrorPlayer16OnWeaponPickedUpEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CTerrorPlayer::OnWeaponPickedUp(CBaseCombatWeapon*) */
void __thiscall CTerrorPlayer::OnWeaponPickedUp(CTerrorPlayer *this,CBaseCombatWeapon *param_1)
{
undefined **ppuVar1;
code *pcVar2;
char cVar3;
int *piVar4;
char *pcVar5;
undefined **ppuVar6;
int iVar7;
undefined4 *puVar8;
int in_GS_OFFSET;
byte bVar9;
longdouble lVar10;
CTerrorPlayer *pCVar11;
CAI_Concept local_128 [8];
char local_120 [4];
undefined4 local_11c [63];
int local_20;
bVar9 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (0.0 < *(float *)(this + 0x23c4)) {
pCVar11 = this + 0x23c0;
lVar10 = (longdouble)IntervalTimer::Now();
if ((float)lVar10 - *(float *)(this + 0x23c4) < 1.0) goto LAB_009a07ca;
}
piVar4 = (int *)(**(code **)(*(int *)param_1 + 0x5e0))(param_1);
if ((piVar4 == (int *)0x0) || (cVar3 = (**(code **)(*piVar4 + 0x16c))(piVar4), cVar3 == '\0')) {
puVar8 = local_11c;
for (iVar7 = 0x3f; iVar7 != 0; iVar7 = iVar7 + -1) {
*puVar8 = 0;
puVar8 = puVar8 + (uint)bVar9 * -2 + 1;
}
local_120[0] = '\0';
local_120[1] = '\0';
local_120[2] = '\0';
local_120[3] = '\0';
}
else {
puVar8 = local_11c;
for (iVar7 = 0x3f; iVar7 != 0; iVar7 = iVar7 + -1) {
*puVar8 = 0;
puVar8 = puVar8 + (uint)bVar9 * -2 + 1;
}
local_120[0] = '\0';
local_120[1] = '\0';
local_120[2] = '\0';
local_120[3] = '\0';
V_strncat(local_120,"ItemDonor:",0x100,-1);
pcVar5 = (char *)SurvivorCharacterName(piVar4[0xae8]);
V_strncat(local_120,pcVar5,0x100,-1);
V_strncat(local_120,",",0x100,-1);
}
V_strncat(local_120,"ItemPickedUp:",0x100,-1);
pcVar5 = (char *)(**(code **)(*(int *)param_1 + 0x6c8))(param_1);
V_strncat(local_120,pcVar5,0x100,-1);
iVar7 = CWeaponCSBase::GetCSWpnData((CWeaponCSBase *)param_1);
pcVar5 = "pistol";
if (*(undefined **)(iVar7 + 0x894) != (undefined *)0x0) {
ppuVar6 = &s_weaponTypeInfo;
do {
pcVar5 = ppuVar6[2];
if (pcVar5 == (char *)0x0) {
pcVar5 = tokenset_t<CSWeaponType>::GetNameByToken(CSWeaponType)::unknown;
if (tokenset_t<CSWeaponType>::GetNameByToken(CSWeaponType)::unknown == (undefined *)0x0)
goto LAB_009a0900;
break;
}
ppuVar1 = ppuVar6 + 3;
ppuVar6 = ppuVar6 + 2;
} while (*(undefined **)(iVar7 + 0x894) != *ppuVar1);
}
V_strncat(local_120,",ItemType:",0x100,-1);
V_strncat(local_120,pcVar5,0x100,-1);
LAB_009a0900:
iVar7 = (**(code **)(*(int *)param_1 + 0x638))(param_1);
if ((iVar7 != 1) ||
(pCVar11 = (CTerrorPlayer *)param_1, cVar3 = (**(code **)(*(int *)param_1 + 0x674))(param_1),
cVar3 != '\0')) {
pcVar2 = *(code **)(*(int *)this + 0x7b4);
CAI_Concept::CAI_Concept(local_128,"PlayerPickup");
(*pcVar2)(this,local_128,3,local_120,0,0,0);
CDirectorItemManager::RemoveItemFromScavengeCache
(*(CDirectorItemManager **)(TheDirector + 0x62c),(CBaseEntity *)param_1);
CBasePlayer::RumbleEffect((CBasePlayer *)this,'\"','\0','\x04');
pCVar11 = this;
}
LAB_009a07ca:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail(pCVar11);
}
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.