CTerrorPlayer::UpdateWeaponEquipage
0x009fb310 · 840 bytes · __thiscall
_ZN13CTerrorPlayer20UpdateWeaponEquipageEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::UpdateWeaponEquipage() */
void __thiscall CTerrorPlayer::UpdateWeaponEquipage(CTerrorPlayer *this)
{
uint uVar1;
CBaseEntity *this_00;
char cVar2;
CBaseCombatWeapon *pCVar3;
undefined4 uVar4;
undefined4 uVar5;
int iVar6;
CBaseCombatWeapon *pCVar7;
int *piVar8;
undefined *puVar9;
int iVar10;
pCVar3 = (CBaseCombatWeapon *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (pCVar3 == (CBaseCombatWeapon *)0x0) {
uVar1 = *(uint *)(this + 0x3ee0);
if (((((uVar1 != 0xffffffff) &&
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar9 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar9 + 4) != 0)) ||
(cVar2 = CBaseCombatCharacter::SwitchToNextBestWeapon
((CBaseCombatCharacter *)this,(CBaseCombatWeapon *)0x0), cVar2 != '\0'))
goto LAB_009fb456;
piVar8 = (int *)(**(code **)(*(int *)this + 0x484))(this,1);
joined_r0x009fb60c:
if (piVar8 == (int *)0x0) goto LAB_009fb456;
}
else {
if (*(int *)(l4d_show_weaponequip._28_4_ + 0x30) != 0) {
iVar10 = 0;
do {
while (((uVar1 = *(uint *)(this + iVar10 * 4 + 0x18f4), uVar1 == 0xffffffff ||
(puVar9 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar9 == (undefined *)0xfffffffc)
) || ((*(uint *)(puVar9 + 8) != uVar1 >> 0xc ||
(this_00 = *(CBaseEntity **)(puVar9 + 4), this_00 == (CBaseEntity *)0x0))))) {
iVar10 = iVar10 + 1;
if (iVar10 == 0x38) goto LAB_009fb414;
}
uVar4 = (**(code **)(*(int *)this_00 + 0x53c))(this_00);
uVar5 = (**(code **)(*(int *)this + 0x5ac))(this);
iVar6 = iVar10;
Msg("%s weapon %d: %s",uVar5,iVar10,uVar4);
if (pCVar3 == (CBaseCombatWeapon *)this_00) {
Msg(", IsActive",uVar5,iVar6,uVar4);
}
cVar2 = (**(code **)(*(int *)this_00 + 0x434))(this_00);
if (cVar2 != '\0') {
Msg(", IsVisible",uVar5,iVar6,uVar4);
}
cVar2 = (**(code **)(*(int *)this_00 + 0x420))(this_00);
if (cVar2 != '\0') {
Msg(", CanDeploy");
}
iVar6 = CBaseEntity::IsDormant(this_00);
if (iVar6 != 0) {
Msg(", Dormant");
}
iVar10 = iVar10 + 1;
Msg(&DAT_00cff71e);
} while (iVar10 != 0x38);
}
LAB_009fb414:
cVar2 = (**(code **)(*(int *)pCVar3 + 0x434))(pCVar3);
if ((cVar2 == '\0') && (cVar2 = (**(code **)(*(int *)pCVar3 + 0x420))(pCVar3), cVar2 != '\0')) {
(**(code **)(*(int *)pCVar3 + 0x424))(pCVar3);
goto LAB_009fb456;
}
cVar2 = (**(code **)(*(int *)pCVar3 + 0x434))(pCVar3);
if ((cVar2 != '\0') && (cVar2 = (**(code **)(*(int *)pCVar3 + 0x420))(pCVar3), cVar2 == '\0')) {
(**(code **)(*(int *)pCVar3 + 0x428))(pCVar3,0);
goto LAB_009fb456;
}
cVar2 = (**(code **)(*(int *)pCVar3 + 0x434))(pCVar3);
if ((cVar2 != '\0') || (iVar10 = (**(code **)(*(int *)pCVar3 + 0x638))(pCVar3), iVar10 == 1))
goto LAB_009fb456;
cVar2 = (**(code **)(*(int *)this + 0x7e8))(this);
if (cVar2 == '\0') {
CBaseCombatCharacter::SwitchToNextBestWeapon((CBaseCombatCharacter *)this,pCVar3);
goto LAB_009fb456;
}
piVar8 = (int *)GetTerrorWeapon(this,1);
if (piVar8 == (int *)0x0) {
piVar8 = (int *)GetTerrorWeapon(this,0x20);
goto joined_r0x009fb60c;
}
}
cVar2 = (**(code **)(*piVar8 + 0x420))(piVar8);
if (cVar2 != '\0') {
(**(code **)(*(int *)this + 0x474))(this,piVar8,0);
}
LAB_009fb456:
pCVar7 = (CBaseCombatWeapon *)(**(code **)(*(int *)this + 0x484))(this,5);
if ((pCVar3 != pCVar7) && (pCVar7 != (CBaseCombatWeapon *)0x0)) {
CCSPlayer::DropWeapon((CCSPlayer *)this,pCVar7,true,(Vector *)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.