L L4D2node

CCSPlayer::OnWeaponFired

0x00650c70 · 27 bytes · __thiscall

_ZN9CCSPlayer13OnWeaponFiredEv

Decompiled

undefined (1 param)

/* CCSPlayer::OnWeaponFired() */

void __thiscall CCSPlayer::OnWeaponFired(CCSPlayer *this)

{
  if (*(int *)(this + 0x1fe4) != 0) {
    *(undefined4 *)(this + 0x298c) = *(undefined4 *)(*(int *)(this + 0x1fe4) + 4);
  }
  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)