L L4D2node

CBaseCombatWeapon::GetRandomBurst

0x0040bad0 · 72 bytes · __thiscall

_ZN17CBaseCombatWeapon14GetRandomBurstEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::GetRandomBurst() */

void __thiscall CBaseCombatWeapon::GetRandomBurst(CBaseCombatWeapon *this)

{
  code *pcVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  
  pcVar1 = *(code **)(*random_valve + 8);
  uVar2 = (**(code **)(*(int *)this + 0x4a8))(this);
  uVar3 = (**(code **)(*(int *)this + 0x4a4))(this);
  (*pcVar1)(random_valve,uVar3,uVar2);
  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)