CWeaponCSBaseGun::WeaponIdle
0x004421e0 · 118 bytes · __thiscall
_ZN16CWeaponCSBaseGun10WeaponIdleEv
Decompiled
undefined (1 param)
/* CWeaponCSBaseGun::WeaponIdle() */
void __thiscall CWeaponCSBaseGun::WeaponIdle(CWeaponCSBaseGun *this)
{
float fVar1;
code *pcVar2;
int iVar3;
fVar1 = *(float *)(gpGlobals + 0xc);
if ((*(float *)(this + 0x142c) <= fVar1) && (*(int *)(this + 0x1420) != 0)) {
pcVar2 = *(code **)(*(int *)this + 0x404);
iVar3 = CWeaponCSBase::GetCSWpnData((CWeaponCSBase *)this);
(*pcVar2)(this,fVar1 + *(float *)(iVar3 + 0x9f4));
(**(code **)(*(int *)this + 0x3f0))(this,0xb7);
return;
}
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.