CPistol::WeaponIdle
0x00554a30 · 159 bytes · __thiscall
_ZN7CPistol10WeaponIdleEv
Decompiled
undefined (1 param)
/* CPistol::WeaponIdle() */
void __thiscall CPistol::WeaponIdle(CPistol *this)
{
float fVar1;
code *pcVar2;
char cVar3;
int iVar4;
cVar3 = (**(code **)(*(int *)this + 0x400))(this);
if (cVar3 != '\0') {
pcVar2 = *(code **)(*(int *)this + 0x404);
fVar1 = *(float *)(gpGlobals + 0xc);
iVar4 = CWeaponCSBase::GetCSWpnData((CWeaponCSBase *)this);
(*pcVar2)(this,fVar1 + *(float *)(iVar4 + 0x9f4));
cVar3 = (**(code **)(*(int *)this + 0x674))(this);
if ((cVar3 == '\0') || (*(int *)(this + 0x1420) != 1)) {
(**(code **)(*(int *)this + 0x3f0))(this,0xb7);
return;
}
(**(code **)(*(int *)this + 0x3f0))(this,0xd4);
}
return;
}
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.