L L4D2node

CBaseCombatWeapon::HasWeaponIdleTimeElapsed

0x00404380 · 28 bytes · __thiscall

_ZN17CBaseCombatWeapon24HasWeaponIdleTimeElapsedEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::HasWeaponIdleTimeElapsed() */

bool __thiscall CBaseCombatWeapon::HasWeaponIdleTimeElapsed(CBaseCombatWeapon *this)

{
  return *(float *)(this + 0x142c) <= *(float *)(gpGlobals + 0xc) &&
         *(float *)(gpGlobals + 0xc) != *(float *)(this + 0x142c);
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)