L L4D2node

CTerrorWeapon::SecondaryAttack

0x00574400 · 278 bytes · __thiscall

_ZN13CTerrorWeapon15SecondaryAttackEv

Decompiled

undefined (1 param)

/* CTerrorWeapon::SecondaryAttack() */

void __thiscall CTerrorWeapon::SecondaryAttack(CTerrorWeapon *this)

{
  char cVar1;
  CBasePlayer *this_00;
  int iVar2;
  int iVar3;
  
  this_00 = (CBasePlayer *)GetPlayerOwner(this);
  if (this_00 != (CBasePlayer *)0x0) {
    cVar1 = (**(code **)(*(int *)this_00 + 0x7e8))(this_00);
    if (cVar1 == '\0') {
      cVar1 = (**(code **)(*(int *)this_00 + 0x840))(this_00);
      if (cVar1 != '\0') {
        cVar1 = HelpingHandSecondaryAttack(this);
        if (cVar1 == '\0') {
          cVar1 = (**(code **)(*(int *)this + 0x434))(this);
          if (cVar1 != '\0') {
            cVar1 = (**(code **)(*(int *)this + 0x680))(this);
            if (cVar1 == '\0') {
              CWeaponCSBase::SecondaryAttack((CWeaponCSBase *)this);
              return;
            }
            iVar2 = CBasePlayer::GetFOV(this_00);
            iVar3 = CBasePlayer::GetDefaultFOV(this_00);
            if (iVar2 != iVar3) {
              cVar1 = (**(code **)(*(int *)this + 0x628))(this);
              if (cVar1 == '\0') {
                iVar2 = CBasePlayer::GetDefaultFOV(this_00);
                CBasePlayer::SetFOV(this_00,(CBaseEntity *)this_00,iVar2,0.0,0);
              }
              else {
                (**(code **)(*(int *)this + 0x630))(this);
              }
            }
            (**(code **)(*(int *)this + 0x6d4))
                      (this,*(undefined4 *)(ZombieGunSwingInterval._28_4_ + 0x2c),
                       *(undefined4 *)(ZombieGunSwingDuration._28_4_ + 0x2c),
                       *(undefined4 *)(ZombieGunRange._28_4_ + 0x2c));
          }
        }
      }
    }
  }
  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)