L L4D2node

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 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)