L L4D2node

CBaseCombatCharacter::GetSpreadBias

0x005ef780 · 40 bytes · __cdecl

_ZN20CBaseCombatCharacter13GetSpreadBiasEP17CBaseCombatWeaponP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon*, CBaseEntity*) */

longdouble CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *param_1,CBaseEntity *param_2)

{
  longdouble lVar1;
  
  if (param_2 != (CBaseEntity *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x005ef7a2. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    lVar1 = (longdouble)(**(code **)(*(int *)param_2 + 0x49c))();
    return lVar1;
  }
  return (longdouble)1;
}

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)