L L4D2node

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 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)