L L4D2node

CClaw::OnSwingStart

0x00534cf0 · 110 bytes · __thiscall

_ZN5CClaw12OnSwingStartEv

Decompiled

undefined (1 param)

/* CClaw::OnSwingStart() */

void __thiscall CClaw::OnSwingStart(CClaw *this)

{
  CBaseEntity *this_00;
  
  this_00 = (CBaseEntity *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (this_00 != (CBaseEntity *)0x0) {
    (**(code **)(*(int *)this + 0x3f0))(this,0xbf);
    (**(code **)(*(int *)this_00 + 0x7fc))(this_00,0x21,0);
    CBaseEntity::EmitSound(this_00,"Claw.Swing",0.0,(float *)0x0);
  }
  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)