L L4D2node

CBaseCombatWeapon::GetDefaultClip2

0x00404770 · 32 bytes · __thiscall

_ZNK17CBaseCombatWeapon15GetDefaultClip2Ev

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::GetDefaultClip2() const */

undefined4 __thiscall CBaseCombatWeapon::GetDefaultClip2(CBaseCombatWeapon *this)

{
  int iVar1;
  
  iVar1 = GetFileWeaponInfoFromHandle(*(ushort *)(this + 0x1474));
  return *(undefined4 *)(iVar1 + 0x16c);
}

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)