L L4D2node

CEnvGunfire::StartShooting

0x00673450 · 136 bytes · __thiscall

_ZN11CEnvGunfire13StartShootingEv

Decompiled

undefined (1 param)

/* CEnvGunfire::StartShooting() */

void __thiscall CEnvGunfire::StartShooting(CEnvGunfire *this)

{
  undefined4 uVar1;
  undefined1 local_14 [12];
  
  uVar1 = (**(code **)(*random_valve + 8))
                    (random_valve,*(undefined4 *)(this + 0x440),*(undefined4 *)(this + 0x444));
  *(undefined4 *)(this + 0x460) = uVar1;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)ShootThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  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)