L L4D2node

CTerrorPlayer::Weapon_ShootPosition

0x009ddbf0 · 89 bytes · __cdecl

_ZN13CTerrorPlayer20Weapon_ShootPositionEv

Decompiled

undefined (0 params)

/* CTerrorPlayer::Weapon_ShootPosition() */

undefined4 CTerrorPlayer::Weapon_ShootPosition(void)

{
  int iVar1;
  int *piVar2;
  undefined4 in_stack_00000004;
  CBaseCombatCharacter *in_stack_00000008;
  
  iVar1 = CBaseCombatCharacter::GetActiveWeapon(in_stack_00000008);
  if (iVar1 != 0) {
    piVar2 = (int *)CBaseCombatCharacter::GetActiveWeapon(in_stack_00000008);
    (**(code **)(*piVar2 + 0x474))();
    return in_stack_00000004;
  }
  CBasePlayer::Weapon_ShootPosition();
  return in_stack_00000004;
}

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)