CTerrorPlayer::ResetActionProgress
0x009a8b80 · 341 bytes · __thiscall
_ZN13CTerrorPlayer19ResetActionProgressEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::ResetActionProgress() */
void __thiscall CTerrorPlayer::ResetActionProgress(CTerrorPlayer *this)
{
uint uVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
CBaseBackpackItem *this_00;
undefined *puVar5;
CCSPlayer *this_01;
CCSPlayer *pCVar6;
CCSPlayer *this_02;
if (*(float *)(action_progress_reset_interval._28_4_ + 0x2c) + *(float *)(this + 0x3f58) <=
*(float *)(gpGlobals + 0xc)) {
uVar1 = *(uint *)(this + 0x2b40);
*(float *)(this + 0x3f58) = *(float *)(gpGlobals + 0xc);
if (((uVar1 == 0xffffffff) ||
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
this_02 = (CCSPlayer *)0x0;
}
else {
this_02 = *(CCSPlayer **)(puVar5 + 4);
if (this_02 != (CCSPlayer *)0x0) {
CCSPlayer::ResetProgressBar(this_02);
iVar4 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if ((iVar4 != 0) &&
(this_00 = (CBaseBackpackItem *)
__dynamic_cast(iVar4,&CBaseCombatWeapon::typeinfo,&CBaseBackpackItem::typeinfo
,0), this_00 != (CBaseBackpackItem *)0x0)) {
CBaseBackpackItem::ResetActionProgress(this_00);
}
}
}
uVar1 = *(uint *)(this + 0x2b3c);
pCVar6 = (CCSPlayer *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar5 + 8) == uVar1 >> 0xc &&
(((pCVar6 = *(CCSPlayer **)(puVar5 + 4), pCVar6 != (CCSPlayer *)0x0 &&
(cVar2 = (**(code **)(*(int *)pCVar6 + 0x16c))(pCVar6), cVar2 != '\0')) &&
(pCVar6 != this_02)))))) {
cVar2 = (**(code **)(*(int *)pCVar6 + 0x16c))(pCVar6);
this_01 = (CCSPlayer *)0x0;
if (cVar2 != '\0') {
this_01 = pCVar6;
}
CCSPlayer::ResetProgressBar(this_01);
}
uVar3 = GetCurrentUseAction((CTerrorPlayer *)this_02);
DoUseActionAnimationEvents(this,uVar3,pCVar6);
}
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.