L L4D2node

CRifle_Desert::ItemPostFrame

0x00556f70 · 193 bytes · __thiscall

_ZN13CRifle_Desert13ItemPostFrameEv

Decompiled

undefined (1 param)

/* CRifle_Desert::ItemPostFrame() */

void __thiscall CRifle_Desert::ItemPostFrame(CRifle_Desert *this)

{
  char cVar1;
  int *piVar2;
  
  piVar2 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x840))(piVar2);
    if (cVar1 != '\0') {
      if ((0.0 < *(float *)(this + 0x17f4)) &&
         (*(float *)(this + 0x17f4) < *(float *)(gpGlobals + 0xc))) {
        CTerrorGun::FireBullet((CTerrorGun *)this);
        *(undefined4 *)(this + 0x17f4) = 0;
      }
      if ((0.0 < *(float *)(this + 0x17f8)) &&
         (*(float *)(this + 0x17f8) < *(float *)(gpGlobals + 0xc))) {
        CTerrorGun::FireBullet((CTerrorGun *)this);
        *(undefined4 *)(this + 0x17f8) = 0;
        CTerrorGun::ItemPostFrame((CTerrorGun *)this);
        return;
      }
      goto LAB_0055700e;
    }
  }
  *(undefined4 *)(this + 0x17f4) = 0;
  *(undefined4 *)(this + 0x17f8) = 0;
  *(undefined4 *)(this + 0x17fc) = 0;
LAB_0055700e:
  CTerrorGun::ItemPostFrame((CTerrorGun *)this);
  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)