CBaseSniperRifle::GetMinDuckingSpread
0x005284e0 · 55 bytes · __thiscall
_ZNK16CBaseSniperRifle19GetMinDuckingSpreadEv
Decompiled
undefined (1 param)
/* CBaseSniperRifle::GetMinDuckingSpread() const */
longdouble __thiscall CBaseSniperRifle::GetMinDuckingSpread(CBaseSniperRifle *this)
{
char cVar1;
int iVar2;
float fVar3;
cVar1 = CTerrorGun::IsOwnerZoomed((CTerrorGun *)this);
fVar3 = 0.0;
if (cVar1 == '\0') {
iVar2 = CTerrorWeapon::GetTerrorWeaponData((CTerrorWeapon *)this);
fVar3 = *(float *)(iVar2 + 0xc1c);
}
return (longdouble)fVar3;
}
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.