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 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.