CTerrorPlayer::UpdateBeingOnFire
0x009fb1a0 · 324 bytes · __thiscall
_ZN13CTerrorPlayer17UpdateBeingOnFireEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::UpdateBeingOnFire() */
void __thiscall CTerrorPlayer::UpdateBeingOnFire(CTerrorPlayer *this)
{
CBaseEdict *pCVar1;
int iVar2;
float fVar3;
if (((byte)this[0x153] & 8) != 0) {
if (this[0x253] == (CTerrorPlayer)0x0) {
fVar3 = *(float *)(BurnRate._28_4_ + 0x2c) + *(float *)(this + 0x2b5c);
if (*(float *)(BurnMax._28_4_ + 0x2c) <= fVar3) {
fVar3 = *(float *)(BurnMax._28_4_ + 0x2c);
}
if (*(float *)(this + 0x2b5c) != fVar3) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
*(float *)(this + 0x2b5c) = fVar3;
}
fVar3 = *(float *)(this + 0x2b60) - *(float *)(BBQRate._28_4_ + 0x2c);
if (fVar3 <= *(float *)(BBQMin._28_4_ + 0x2c)) {
fVar3 = *(float *)(BBQMin._28_4_ + 0x2c);
}
if (*(float *)(this + 0x2b60) != fVar3) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
*(float *)(this + 0x2b60) = fVar3;
return;
}
}
else {
(**(code **)(*(int *)this + 0x38c))(this);
if (*(float *)(this + 0x2b5c) != 0.0) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x2b5c) = 0;
}
}
}
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.