L L4D2node

CTerrorGun::GetRateOfFire

0x00564360 · 139 bytes · __thiscall

_ZNK10CTerrorGun13GetRateOfFireEv

Decompiled

undefined (1 param)

/* CTerrorGun::GetRateOfFire() const */

longdouble __thiscall CTerrorGun::GetRateOfFire(CTerrorGun *this)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  piVar2 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x7e8))(piVar2);
    if (cVar1 != '\0') {
      return (longdouble)*(float *)(SurvivorIncapacitatedCycleTime._28_4_ + 0x2c);
    }
  }
  if (0 < *(int *)(this + 0x1420)) {
    iVar3 = CWeaponCSBase::GetCSWpnData((CWeaponCSBase *)this);
    return (longdouble)*(float *)(iVar3 + 0x9dc);
  }
  iVar3 = CWeaponCSBase::GetCSWpnData((CWeaponCSBase *)this);
  return (longdouble)(*(float *)(iVar3 + 0x9dc) * 1.5);
}

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)