CBaseCombatWeapon::ShootPosition
0x00406ce0 · 94 bytes · __cdecl
_ZN17CBaseCombatWeapon13ShootPositionEv
Decompiled
undefined (0 params)
/* CBaseCombatWeapon::ShootPosition() */
undefined4 * CBaseCombatWeapon::ShootPosition(void)
{
int iVar1;
int *piVar2;
undefined4 *in_stack_00000004;
CBaseCombatWeapon *in_stack_00000008;
iVar1 = GetOwner(in_stack_00000008);
if (iVar1 != 0) {
piVar2 = (int *)GetOwner(in_stack_00000008);
(**(code **)(*piVar2 + 0x234))();
return in_stack_00000004;
}
*in_stack_00000004 = 0;
in_stack_00000004[1] = 0;
in_stack_00000004[2] = 0;
return in_stack_00000004;
}
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.