CTerrorPlayer::OnWeaponFired
0x009d93f0 · 247 bytes · __thiscall
_ZN13CTerrorPlayer13OnWeaponFiredEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::OnWeaponFired() */
void __thiscall CTerrorPlayer::OnWeaponFired(CTerrorPlayer *this)
{
uint uVar1;
undefined *puVar2;
longdouble lVar3;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
uVar1 = *(uint *)(this + 0x1d14);
if ((((uVar1 == 0xffffffff) ||
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar2 + 4) == 0)) {
CCSPlayer::OnWeaponFired((CCSPlayer *)this);
}
*(undefined4 *)(this + 0x3154) = *(undefined4 *)(this + 0x3150);
lVar3 = (longdouble)IntervalTimer::Now();
if ((float)lVar3 != *(float *)(this + 0x3150)) {
(**(code **)(*(int *)(this + 0x314c) + 4))(this + 0x314c,this + 0x3150);
*(float *)(this + 0x3150) = (float)lVar3;
}
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_18 = *(undefined4 *)(this + 0x2e0);
local_14 = *(undefined4 *)(this + 0x2e4);
local_10 = *(undefined4 *)(this + 0x2e8);
ForEachTerrorPlayer<NearbyCalmInhibitor>((NearbyCalmInhibitor *)&local_18);
this[0x3ab9] = (CTerrorPlayer)0x1;
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.