CHLTVDirector::StartRandomShot
0x006d9fe0 · 144 bytes · __thiscall
_ZN13CHLTVDirector15StartRandomShotEv
Decompiled
undefined (1 param)
/* CHLTVDirector::StartRandomShot() */
void __thiscall CHLTVDirector::StartRandomShot(CHLTVDirector *this)
{
int iVar1;
longdouble lVar2;
iVar1 = (int)(6.0 / *(float *)(gpGlobals + 0x1c) + 0.5) + *(int *)(this + 0x1c);
if (*(int *)(this + 0x38) < iVar1) {
iVar1 = *(int *)(this + 0x38);
}
*(int *)(this + 0x38) = iVar1;
lVar2 = (longdouble)RandomFloat(0,0x3f800000);
if (((float)lVar2 < 0.25) && (*(int *)(tv_allow_static_shots._28_4_ + 0x30) != 0)) {
(**(code **)(*(int *)this + 0x54))(this,0);
return;
}
/* WARNING: Could not recover jumptable at 0x006da075. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x58))();
return;
}
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.