L L4D2node

CMagnumPistol::WeaponIdle

0x00555930 · 107 bytes · __thiscall

_ZN13CMagnumPistol10WeaponIdleEv

Decompiled

undefined (1 param)

/* CMagnumPistol::WeaponIdle() */

void __thiscall CMagnumPistol::WeaponIdle(CMagnumPistol *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));
    (**(code **)(*(int *)this + 0x3f0))(this,0xb7);
  }
  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)