L L4D2node

CTerrorGun::IsOwnerZoomed

0x005669a0 · 39 bytes · __thiscall

_ZNK10CTerrorGun13IsOwnerZoomedEv

Decompiled

undefined (1 param)

/* CTerrorGun::IsOwnerZoomed() const */

undefined4 __thiscall CTerrorGun::IsOwnerZoomed(CTerrorGun *this)

{
  int *piVar1;
  undefined4 uVar2;
  
  piVar1 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x005669c1. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar2 = (**(code **)(*piVar1 + 0x90c))();
    return uVar2;
  }
  return 0;
}

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)