L L4D2node

CWeaponCSBase::GetBulletSpread

0x0043f390 · 86 bytes · __cdecl

_ZN13CWeaponCSBase15GetBulletSpreadEv

Decompiled

undefined (0 params)

/* CWeaponCSBase::GetBulletSpread() */

undefined1 * CWeaponCSBase::GetBulletSpread(void)

{
  int iVar1;
  
  if (GetBulletSpread()::cone != '\0') {
    return GetBulletSpread()::cone;
  }
  iVar1 = __cxa_guard_acquire(&GetBulletSpread()::cone);
  if (iVar1 != 0) {
    GetBulletSpread()::cone._0_4_ = 0x3d8ede55;
    GetBulletSpread()::cone._4_4_ = 0x3d8ede55;
    GetBulletSpread()::cone._8_4_ = 0x3d8ede55;
    __cxa_guard_release(&GetBulletSpread()::cone);
  }
  return GetBulletSpread()::cone;
}

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)