CBaseCombatCharacter::Weapon_FrameUpdate
0x005ef5b0 · 89 bytes · __thiscall
_ZN20CBaseCombatCharacter18Weapon_FrameUpdateEv
Decompiled
undefined (1 param)
/* CBaseCombatCharacter::Weapon_FrameUpdate() */
void __thiscall CBaseCombatCharacter::Weapon_FrameUpdate(CBaseCombatCharacter *this)
{
uint uVar1;
int *piVar2;
undefined *puVar3;
uVar1 = *(uint *)(this + 0x19d4);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar3 + 4), piVar2 != (int *)0x0)) {
(**(code **)(*piVar2 + 0x5d4))(piVar2,this);
return;
}
return;
}
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.