CTerrorPlayer::QueuePummelVictim
0x009afcb0 · 280 bytes · __thiscall
_ZN13CTerrorPlayer17QueuePummelVictimEPS_f
Decompiled
undefined (3 params)
/* CTerrorPlayer::QueuePummelVictim(CTerrorPlayer*, float) */
void __thiscall
CTerrorPlayer::QueuePummelVictim(CTerrorPlayer *this,CTerrorPlayer *param_1,float param_2)
{
uint uVar1;
CBaseEdict *this_00;
undefined *puVar2;
int iVar3;
undefined4 *puVar4;
int iVar5;
float fVar6;
uint local_20 [4];
CHandle<CTerrorPlayer>::CHandle((CHandle<CTerrorPlayer> *)local_20,param_1);
if (((local_20[0] == 0xffffffff) ||
(puVar2 = g_pEntityList + (local_20[0] & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar2 + 8) != local_20[0] >> 0xc)) {
iVar5 = 0;
}
else {
iVar5 = *(int *)(puVar2 + 4);
}
uVar1 = *(uint *)(this + 0x3e4c);
if (((uVar1 == 0xffffffff) ||
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(puVar2 + 4);
}
if (iVar5 != iVar3) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x3e4c) = local_20[0];
}
if (param_1 != (CTerrorPlayer *)0x0) {
puVar4 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
*(undefined4 *)(param_1 + 0x3e54) = *puVar4;
CBaseEntity::AddFlag((CBaseEntity *)this,0x20);
}
fVar6 = -1.0;
if (param_2 != -1.0) {
fVar6 = param_2 + *(float *)(gpGlobals + 0xc);
}
*(float *)(this + 0x3e50) = fVar6;
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.