L L4D2node

CBaseCombatCharacter::DoMuzzleFlash

0x005f06a0 · 48 bytes · __thiscall

_ZN20CBaseCombatCharacter13DoMuzzleFlashEv

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::DoMuzzleFlash() */

void __thiscall CBaseCombatCharacter::DoMuzzleFlash(CBaseCombatCharacter *this)

{
  CBaseAnimating *this_00;
  
  this_00 = (CBaseAnimating *)GetActiveWeapon(this);
  if (this_00 != (CBaseAnimating *)0x0) {
    CBaseAnimating::DoMuzzleFlash(this_00);
    return;
  }
  CBaseAnimating::DoMuzzleFlash((CBaseAnimating *)this);
  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)