CBaseCombatWeapon::GetBulletSpread
0x00404b50 · 86 bytes · __cdecl
_ZN17CBaseCombatWeapon15GetBulletSpreadEv
Decompiled
undefined (0 params)
/* CBaseCombatWeapon::GetBulletSpread() */
undefined1 * CBaseCombatWeapon::GetBulletSpread(void)
{
int iVar1;
if (GetBulletSpread()::cone != '\0') {
return GetBulletSpread()::cone;
}
iVar1 = __cxa_guard_acquire(&GetBulletSpread()::cone);
if (iVar1 != 0) {
GetBulletSpread()::cone._0_4_ = 0x3e05a9a8;
GetBulletSpread()::cone._4_4_ = 0x3e05a9a8;
GetBulletSpread()::cone._8_4_ = 0x3e05a9a8;
__cxa_guard_release(&GetBulletSpread()::cone);
}
return GetBulletSpread()::cone;
}
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.