CWeaponCSBaseGun::SetAccuracyForThisShot
0x00442110 · 203 bytes · __thiscall
_ZN16CWeaponCSBaseGun22SetAccuracyForThisShotEv
Decompiled
undefined (1 param)
/* CWeaponCSBaseGun::SetAccuracyForThisShot() */
void __thiscall CWeaponCSBaseGun::SetAccuracyForThisShot(CWeaponCSBaseGun *this)
{
int iVar1;
uint uVar2;
int iVar3;
int iVar4;
int iVar5;
undefined *puVar6;
float fVar7;
iVar3 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (iVar3 != 0) {
iVar4 = CWeaponCSBase::GetCSWpnData((CWeaponCSBase *)this);
puVar6 = g_pEntityList;
if (*(float *)(iVar4 + 0x9e4) != -1.0) {
iVar1 = *(int *)(iVar3 + 0x2850);
iVar5 = iVar1 * iVar1;
if (*(char *)(iVar4 + 0x9e0) == '\0') {
iVar5 = iVar5 * iVar1;
}
fVar7 = (float)iVar5 / *(float *)(iVar4 + 0x9e4) + *(float *)(iVar4 + 0x9e8);
*(float *)(this + 0x14f4) = fVar7;
uVar2 = *(uint *)(iVar3 + 0x33c4);
if ((((uVar2 != 0xffffffff) &&
(puVar6 = puVar6 + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)) {
fVar7 = fVar7 + *(float *)(TongueVictimAccuracyPenalty._28_4_ + 0x2c);
*(float *)(this + 0x14f4) = fVar7;
}
if (*(float *)(iVar4 + 0x9ec) < fVar7) {
*(float *)(this + 0x14f4) = *(float *)(iVar4 + 0x9ec);
}
}
}
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.