CTerrorMeleeWeapon::GetShootSound
0x00568450 · 109 bytes · __thiscall
_ZNK18CTerrorMeleeWeapon13GetShootSoundEi
Decompiled
undefined (2 params)
/* CTerrorMeleeWeapon::GetShootSound(int) const */
char * __thiscall CTerrorMeleeWeapon::GetShootSound(CTerrorMeleeWeapon *this,int param_1)
{
int iVar1;
char *pcVar2;
iVar1 = CMeleeWeaponInfoStore::GetMeleeWeaponInfo
((CMeleeWeaponInfoStore *)g_MeleeWeaponInfoStore,*(int *)(this + 0x17e0));
if (iVar1 == 0) {
return "";
}
pcVar2 = (char *)(iVar1 + 0x5dd + param_1 * 0x50);
iVar1 = _V_strlen(pcVar2);
if (0 < iVar1) {
return pcVar2;
}
pcVar2 = (char *)CBaseCombatWeapon::GetShootSound((CBaseCombatWeapon *)this,param_1);
return pcVar2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.