L L4D2node

CBaseAutoShotgun::PrimaryAttack

0x00524280 · 81 bytes · __thiscall

_ZN16CBaseAutoShotgun13PrimaryAttackEv

Decompiled

undefined (1 param)

/* CBaseAutoShotgun::PrimaryAttack() */

void __thiscall CBaseAutoShotgun::PrimaryAttack(CBaseAutoShotgun *this)

{
  int iVar1;
  
  iVar1 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if ((iVar1 != 0) &&
     ((this[0x1532] == (CBaseAutoShotgun)0x0 ||
      (0.2 <= *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x13fc))))) {
    CTerrorGun::PrimaryAttack((CTerrorGun *)this);
    return;
  }
  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)