L L4D2node

CTerrorGun::OnSwingStart

0x00564250 · 149 bytes · __thiscall

_ZN10CTerrorGun12OnSwingStartEv

Decompiled

undefined (1 param)

/* CTerrorGun::OnSwingStart() */

void __thiscall CTerrorGun::OnSwingStart(CTerrorGun *this)

{
  float fVar1;
  int iVar2;
  longdouble lVar3;
  
  CTerrorWeapon::OnSwingStart((CTerrorWeapon *)this);
  iVar2 = CTerrorWeapon::GetTerrorWeaponData((CTerrorWeapon *)this);
  fVar1 = *(float *)(this + 0x17f0);
  lVar3 = (longdouble)(**(code **)(*(int *)this + 0x734))(this);
  if (*(float *)(iVar2 + 0xc14) <= (float)lVar3 + fVar1) {
    *(float *)(this + 0x17f0) = *(float *)(iVar2 + 0xc14);
    return;
  }
  fVar1 = *(float *)(this + 0x17f0);
  lVar3 = (longdouble)(**(code **)(*(int *)this + 0x734))(this);
  *(float *)(this + 0x17f0) = (float)lVar3 + fVar1;
  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)