z_increment_skin
0x00a0e1a0 · 209 bytes · __cdecl
_ZL16z_increment_skinRK8CCommand
Decompiled
undefined (1 param)
/* z_increment_skin(CCommand const&) */
void z_increment_skin(CCommand *param_1)
{
CBaseEdict *this;
int *piVar1;
CBasePlayer *pCVar2;
CBaseEntity *this_00;
int *piVar3;
int iVar4;
int iVar5;
pCVar2 = (CBasePlayer *)UTIL_GetCommandClient();
this_00 = (CBaseEntity *)FindInfectedPickerEntity(pCVar2);
piVar1 = mdlcache;
if (this_00 == (CBaseEntity *)0x0) {
return;
}
(**(code **)(*mdlcache + 0x68))(mdlcache);
piVar3 = *(int **)(this_00 + 0x13e0);
if (piVar3 == (int *)0x0) {
/* try { // try from 00a0e253 to 00a0e263 has its CatchHandler @ 00a0e283 */
iVar5 = CBaseEntity::GetModel(this_00);
if (iVar5 != 0) {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this_00);
}
piVar3 = *(int **)(this_00 + 0x13e0);
if (piVar3 == (int *)0x0) goto LAB_00a0e272;
}
if (*piVar3 != 0) {
iVar5 = (*(int *)(this_00 + 0x458) + 1) % *(int *)(*piVar3 + 0xe0);
if (iVar5 != *(int *)(this_00 + 0x458)) {
if (this_00[0x6c] == (CBaseEntity)0x0) {
this = *(CBaseEdict **)(this_00 + 0x30);
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
/* try { // try from 00a0e20e to 00a0e212 has its CatchHandler @ 00a0e283 */
iVar4 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this_00[0x70] = (CBaseEntity)((byte)this_00[0x70] | 1);
}
*(int *)(this_00 + 0x458) = iVar5;
}
/* WARNING: Could not recover jumptable at 0x00a0e22e. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 0x6c))();
return;
}
LAB_00a0e272:
/* WARNING: Could not recover jumptable at 0x00a0e281. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 0x6c))();
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.