CBaseGameStats::Event_WeaponFired
0x004621a0 · 78 bytes · __thiscall
_ZN14CBaseGameStats17Event_WeaponFiredEP11CBasePlayerbPKc
Decompiled
undefined (4 params)
/* CBaseGameStats::Event_WeaponFired(CBasePlayer*, bool, char const*) */
void __thiscall
CBaseGameStats::Event_WeaponFired
(CBaseGameStats *this,CBasePlayer *param_1,bool param_2,char *param_3)
{
undefined4 uVar1;
char *pcVar2;
pcVar2 = "primary";
if (!param_2) {
pcVar2 = "secondary";
}
uVar1 = (**(code **)(*(int *)param_1 + 0xb8))(param_1);
StatsLog(this,"CBaseGameStats::Event_WeaponFired [%s] %s weapon [%s]\n",uVar1,pcVar2,param_3);
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.