L L4D2node

CBaseCombatWeapon::WeaponIdle

0x00404b10 · 50 bytes · __thiscall

_ZN17CBaseCombatWeapon10WeaponIdleEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::WeaponIdle() */

void __thiscall CBaseCombatWeapon::WeaponIdle(CBaseCombatWeapon *this)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 0x400))(this);
  if (cVar1 != '\0') {
    (**(code **)(*(int *)this + 0x3f0))(this,0xb7);
  }
  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)