CTerrorPlayer::OnHitSurvivorWithClaw
0x009b27c0 · 240 bytes · __thiscall
_ZN13CTerrorPlayer21OnHitSurvivorWithClawE21SurvivorCharacterType
Decompiled
undefined (2 params)
/* CTerrorPlayer::OnHitSurvivorWithClaw(SurvivorCharacterType) */
void __thiscall CTerrorPlayer::OnHitSurvivorWithClaw(CTerrorPlayer *param_1,uint param_2)
{
CBaseEdict *this;
uint uVar1;
int iVar2;
int iVar3;
int iVar4;
undefined *puVar5;
if (param_2 < 4) {
*(int *)(param_1 + param_2 * 0x34 + 0x2fa0) = *(int *)(param_1 + param_2 * 0x34 + 0x2fa0) + 1;
*(int *)(param_1 + 0x3070) = *(int *)(param_1 + 0x3070) + 1;
iVar2 = GetPlayerByCharacter(param_2);
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if (iVar3 == 3) {
iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
if (iVar3 == 8) {
iVar3 = *(int *)(param_1 + 0x39b8);
if (param_1[0x6c] == (CTerrorPlayer)0x0) {
this = *(CBaseEdict **)(param_1 + 0x30);
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
param_1[0x70] = (CTerrorPlayer)((byte)param_1[0x70] | 1);
}
*(int *)(param_1 + 0x39b8) = iVar3 + 1;
uVar1 = *(uint *)(iVar2 + 0x3ee0);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(*(CTerrorPlayer **)(puVar5 + 4) != (CTerrorPlayer *)0x0)) {
OnRideEnded(*(CTerrorPlayer **)(puVar5 + 4),(CTerrorPlayer *)0x0);
return;
}
}
}
}
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.