TankAttack::OnContact
0x00ae0f30 · 333 bytes · __thiscall
_ZN10TankAttack9OnContactEP4TankP11CBaseEntityP10CGameTrace
Decompiled
undefined (4 params)
/* TankAttack::OnContact(Tank*, CBaseEntity*, CGameTrace*) */
TankAttack * __thiscall
TankAttack::OnContact(TankAttack *this,Tank *param_1,CBaseEntity *param_2,CGameTrace *param_3)
{
uint uVar1;
char cVar2;
int iVar3;
undefined *puVar4;
undefined4 *puVar5;
int *piVar6;
if ((param_3 != (CGameTrace *)0x0) &&
(cVar2 = (**(code **)(*(int *)param_3 + 0x16c))(param_3), cVar2 != '\0')) {
if (*(float *)(param_1 + 0x486c) != -1.0) {
(**(code **)(*(int *)(param_1 + 0x4868) + 4))(param_1 + 0x4868,param_1 + 0x486c);
*(undefined4 *)(param_1 + 0x486c) = 0xbf800000;
}
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_3);
if ((iVar3 == 2) && (cVar2 = (**(code **)(*(int *)param_3 + 0x7e8))(param_3), cVar2 == '\0')) {
uVar1 = *(uint *)(param_1 + 0x34);
if ((uVar1 != 0xffffffff) &&
((((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(piVar6 = *(int **)(puVar4 + 4), piVar6 != (int *)0x0)) &&
(cVar2 = (**(code **)(*piVar6 + 0x16c))(piVar6), cVar2 != '\0')))) {
uVar1 = *(uint *)(param_1 + 0x34);
if ((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
((piVar6 = *(int **)(puVar4 + 4), piVar6 == (int *)0x0 ||
(cVar2 = (**(code **)(*piVar6 + 0x16c))(piVar6), cVar2 == '\0')))) {
piVar6 = (int *)0x0;
}
cVar2 = (**(code **)(*piVar6 + 0x550))(piVar6);
if (cVar2 != '\0') goto LAB_00ae0f99;
}
puVar5 = (undefined4 *)(**(code **)(*(int *)param_3 + 0xc))(param_3);
*(undefined4 *)(param_1 + 0x34) = *puVar5;
}
}
LAB_00ae0f99:
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
return this;
}
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.