CPistol::GetRateOfFire
0x00554f00 · 105 bytes · __thiscall
_ZNK7CPistol13GetRateOfFireEv
Decompiled
undefined (1 param)
/* CPistol::GetRateOfFire() const */
longdouble __thiscall CPistol::GetRateOfFire(CPistol *this)
{
char cVar1;
int *piVar2;
longdouble lVar3;
float fVar4;
cVar1 = (**(code **)(*(int *)this + 0x674))(this);
if (cVar1 != '\0') {
piVar2 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (piVar2 != (int *)0x0) {
cVar1 = (**(code **)(*piVar2 + 0x7e8))(piVar2);
if (cVar1 != '\0') goto LAB_00554f60;
}
fVar4 = 0.2;
if (0 < *(int *)(this + 0x1420)) {
fVar4 = 0.075;
}
return (longdouble)fVar4;
}
LAB_00554f60:
lVar3 = (longdouble)CTerrorGun::GetRateOfFire((CTerrorGun *)this);
return lVar3;
}
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.