L L4D2node

CTerrorGun::ItemBusyFrame

0x00567d50 · 97 bytes · __thiscall

_ZN10CTerrorGun13ItemBusyFrameEv

Decompiled

undefined (1 param)

/* CTerrorGun::ItemBusyFrame() */

void __thiscall CTerrorGun::ItemBusyFrame(CTerrorGun *this)

{
  char cVar1;
  int *piVar2;
  
  UpdateSpread(this);
  CTerrorWeapon::ItemBusyFrame((CTerrorWeapon *)this);
  piVar2 = (int *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
    if (cVar1 != '\0') {
      cVar1 = ShouldUnzoom(this);
      if (cVar1 != '\0') {
        UnZoom(this);
      }
                    /* WARNING: Could not recover jumptable at 0x00567da9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0x728))();
      return;
    }
  }
  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)