L L4D2node

CBaseCombatWeapon::HandleFireOnEmpty

0x00404a80 · 133 bytes · __thiscall

_ZN17CBaseCombatWeapon17HandleFireOnEmptyEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::HandleFireOnEmpty() */

void __thiscall CBaseCombatWeapon::HandleFireOnEmpty(CBaseCombatWeapon *this)

{
  if (this[0x145a] == (CBaseCombatWeapon)0x0) {
    if (*(float *)(this + 0x1430) <= *(float *)(gpGlobals + 0xc) &&
        *(float *)(gpGlobals + 0xc) != *(float *)(this + 0x1430)) {
      (**(code **)(*(int *)this + 0x4b8))(this,0,0);
      *(float *)(this + 0x1430) = *(float *)(gpGlobals + 0xc) + 0.5;
    }
    this[0x145a] = (CBaseCombatWeapon)0x1;
    return;
  }
  (**(code **)(*(int *)this + 0x438))(this);
  *(undefined4 *)(this + 0x1444) = 0;
  return;
}

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)