CBaseCombatWeapon::WeaponRangeAttack1Condition
0x005fe930 · 114 bytes · __thiscall
_ZN17CBaseCombatWeapon27WeaponRangeAttack1ConditionEff
Decompiled
undefined (3 params)
/* CBaseCombatWeapon::WeaponRangeAttack1Condition(float, float) */
undefined4 __thiscall
CBaseCombatWeapon::WeaponRangeAttack1Condition(CBaseCombatWeapon *this,float param_1,float param_2)
{
char cVar1;
undefined4 uVar2;
cVar1 = UsesPrimaryAmmo(this);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)this + 0x410))(this);
if (cVar1 == '\0') {
return 4;
}
}
uVar2 = 0x26;
if (((*(float *)(this + 0x1434) <= param_2) &&
(uVar2 = 0x27, param_2 < *(float *)(this + 0x143c) || param_2 == *(float *)(this + 0x143c)))
&& (uVar2 = 0x15, param_1 < 0.5)) {
uVar2 = 0x28;
}
return uVar2;
}
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.