CTerrorPlayer::ScriptGiveNamedItemWithSkin
0x009e55d0 · 216 bytes · __thiscall
_ZN13CTerrorPlayer27ScriptGiveNamedItemWithSkinEPKci
Decompiled
undefined (3 params)
/* CTerrorPlayer::ScriptGiveNamedItemWithSkin(char const*, int) */
void __thiscall
CTerrorPlayer::ScriptGiveNamedItemWithSkin(CTerrorPlayer *this,char *param_1,int param_2)
{
CBaseEdict *this_00;
int *piVar1;
int iVar2;
int iVar3;
piVar1 = (int *)(**(code **)(*(int *)this + 0x6c0))(this,param_1,0,1,0);
if ((piVar1 != (int *)0x0) && (-1 < param_2)) {
iVar2 = (**(code **)(*piVar1 + 0xf0))(piVar1);
if (iVar2 != 0) {
iVar2 = (**(code **)(*piVar1 + 0xf0))(piVar1);
if (*(int *)(iVar2 + 0x458) != param_2) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
this_00 = *(CBaseEdict **)(iVar2 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
*(int *)(iVar2 + 0x458) = param_2;
}
piVar1 = (int *)__dynamic_cast(piVar1,&CBaseEntity::typeinfo,&CBaseCombatWeapon::typeinfo,0);
if (piVar1 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x009e56a9. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 0x3fc))();
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.