L L4D2node

CTerrorMeleeWeapon::Use

0x00568350 · 117 bytes · __cdecl

_ZN18CTerrorMeleeWeapon3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CTerrorMeleeWeapon::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CTerrorMeleeWeapon::Use(int *param_1,int *param_2)

{
  char cVar1;
  
  if (param_2 != (int *)0x0) {
    cVar1 = (**(code **)(*param_2 + 0x16c))(param_2);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*param_1 + 0x688))(param_1,param_2);
      if (cVar1 != '\0') {
        CWeaponCSBase::Use();
        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)