L L4D2node

CBasePlayer::DoMuzzleFlash

0x0041b010 · 79 bytes · __thiscall

_ZN11CBasePlayer13DoMuzzleFlashEv

Decompiled

undefined (1 param)

/* CBasePlayer::DoMuzzleFlash() */

void __thiscall CBasePlayer::DoMuzzleFlash(CBasePlayer *this)

{
  CBaseAnimating *pCVar1;
  
  pCVar1 = (CBaseAnimating *)GetViewModel(this,0);
  if (pCVar1 != (CBaseAnimating *)0x0) {
    CBaseAnimating::DoMuzzleFlash(pCVar1);
  }
  pCVar1 = (CBaseAnimating *)GetViewModel(this,1);
  if (pCVar1 != (CBaseAnimating *)0x0) {
    CBaseAnimating::DoMuzzleFlash(pCVar1);
  }
  CBaseCombatCharacter::DoMuzzleFlash((CBaseCombatCharacter *)this);
  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)