L L4D2node

CTerrorGun::ItemPostFrame

0x00567c90 · 174 bytes · __thiscall

_ZN10CTerrorGun13ItemPostFrameEv

Decompiled

undefined (1 param)

/* CTerrorGun::ItemPostFrame() */

void __thiscall CTerrorGun::ItemPostFrame(CTerrorGun *this)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  undefined *puVar4;
  
  iVar3 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (iVar3 != 0) {
    cVar2 = (**(code **)(*(int *)this + 0x628))(this);
    if (((cVar2 != '\0') && ((*(byte *)(iVar3 + 0x1cb6) & 8) != 0)) &&
       ((uVar1 = *(uint *)(iVar3 + 0x1d14), uVar1 == 0xffffffff ||
        (((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc ||
          (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)))))) {
      (**(code **)(*(int *)this + 0x630))(this);
    }
    UpdateSpread(this);
  }
  CTerrorWeapon::ItemPostFrame((CTerrorWeapon *)this);
  cVar2 = ShouldUnzoom(this);
  if (cVar2 != '\0') {
    UnZoom(this);
  }
                    /* WARNING: Could not recover jumptable at 0x00567ced. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x728))();
  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)