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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.