L L4D2node

CTerrorGun::AddFireBulletSpread

0x005665e0 · 169 bytes · __thiscall

_ZN10CTerrorGun19AddFireBulletSpreadEv

Decompiled

undefined (1 param)

/* CTerrorGun::AddFireBulletSpread() */

void __thiscall CTerrorGun::AddFireBulletSpread(CTerrorGun *this)

{
  char cVar1;
  CBasePlayer *this_00;
  int iVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  float fVar6;
  
  this_00 = (CBasePlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (this_00 != (CBasePlayer *)0x0) {
    iVar2 = CTerrorWeapon::GetTerrorWeaponData((CTerrorWeapon *)this);
    fVar5 = *(float *)(iVar2 + 0xc10);
    iVar3 = CBasePlayer::GetFOV(this_00);
    iVar4 = CBasePlayer::GetDefaultFOV(this_00);
    fVar5 = ((float)iVar3 * fVar5) / (float)iVar4;
    cVar1 = (**(code **)(*(int *)this + 0x6b4))(this,2);
    if (cVar1 != '\0') {
      fVar5 = fVar5 * *(float *)(upgrade_laser_sight_spread_factor._28_4_ + 0x2c);
    }
    fVar6 = fVar5 + *(float *)(this + 0x17f0);
    if (*(float *)(iVar2 + 0xc14) <= fVar5 + *(float *)(this + 0x17f0)) {
      fVar6 = *(float *)(iVar2 + 0xc14);
    }
    *(float *)(this + 0x17f0) = fVar6;
  }
  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)