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 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.