CBaseCombatCharacter::GetAttackSpread
0x005f0b60 · 88 bytes · __thiscall
_ZN20CBaseCombatCharacter15GetAttackSpreadEP17CBaseCombatWeaponP11CBaseEntity
Decompiled
undefined (3 params)
/* CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon*, CBaseEntity*) */
CBaseCombatCharacter * __thiscall
CBaseCombatCharacter::GetAttackSpread
(CBaseCombatCharacter *this,CBaseCombatWeapon *param_1,CBaseEntity *param_2)
{
if (param_2 != (CBaseEntity *)0x0) {
(**(code **)(*(int *)param_2 + 0x498))(this,param_2,*(undefined4 *)(param_1 + 0x1844));
return this;
}
*(undefined4 *)this = 0x3e05a9a8;
*(undefined4 *)(this + 4) = 0x3e05a9a8;
*(undefined4 *)(this + 8) = 0x3e05a9a8;
return this;
}
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.