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 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.