L L4D2node

CRifle_M60::WeaponIdle

0x00557890 · 86 bytes · __thiscall

_ZN10CRifle_M6010WeaponIdleEv

Decompiled

undefined (1 param)

/* CRifle_M60::WeaponIdle() */

void __thiscall CRifle_M60::WeaponIdle(CRifle_M60 *this)

{
  if (*(float *)(this + 0x17fc) != -1.0) {
    (**(code **)(*(int *)(this + 0x17f4) + 4))(this + 0x17f4,this + 0x17fc);
    *(undefined4 *)(this + 0x17fc) = 0xbf800000;
  }
  CBaseCombatWeapon::WeaponIdle((CBaseCombatWeapon *)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)