CWeaponCSBaseGun::ItemPostFrame
0x00442020 · 174 bytes · __thiscall
_ZN16CWeaponCSBaseGun13ItemPostFrameEv
Decompiled
undefined (1 param)
/* CWeaponCSBaseGun::ItemPostFrame() */
void __thiscall CWeaponCSBaseGun::ItemPostFrame(CWeaponCSBaseGun *this)
{
CBasePlayer *this_00;
int iVar1;
this_00 = (CBasePlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (this_00 == (CBasePlayer *)0x0) {
return;
}
if ((*(float *)(this + 0x13fc) <= *(float *)(gpGlobals + 0xc)) &&
(this_00[0x23d8] != (CBasePlayer)0x0)) {
CBasePlayer::SetFOV(this_00,(CBaseEntity *)this_00,*(int *)(this_00 + 0x23dc),0.05,0);
*(float *)(this + 0x17dc) = *(float *)(gpGlobals + 0xc) + 0.05;
iVar1 = CBasePlayer::GetFOV(this_00);
if (iVar1 == *(int *)(this_00 + 0x23dc)) {
this_00[0x23d8] = (CBasePlayer)0x0;
}
}
CTerrorWeapon::ItemPostFrame((CTerrorWeapon *)this);
return;
}
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.