L L4D2node

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 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)