L L4D2node

CHunterClaw::TrySwing

0x0053e9d0 · 143 bytes · __thiscall

_ZN11CHunterClaw8TrySwingEfff

Decompiled

undefined (4 params)

/* CHunterClaw::TrySwing(float, float, float) */

void __thiscall CHunterClaw::TrySwing(CHunterClaw *this,float param_1,float param_2,float param_3)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  
  iVar2 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (iVar2 != 0) {
    uVar1 = *(uint *)(iVar2 + 0x3e64);
    if ((((uVar1 == 0xffffffff) ||
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
        (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) {
      CTerrorWeapon::TrySwing((CTerrorWeapon *)this,param_1,param_2,param_3);
      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)