VOID FireWeapon( LTPlayerClient* Client, INT a1 )
{
DWORD CallAddress = FireWeaponAddress;
_asm PUSH a1;
_asm MOV ECX, Client;
_asm CALL CallAddress;
}
VOID IPlayerMng::Fire()
{
if( !bIsReady )
return;
if( Engine::ClientShell->Client->Ammo > 0 )
Engine::FireWeapon( Engine::ClientShell->Client, 1 );
else
Engine::ClientShell->Client->FireState = 6;
}
\x83\xEC\x20\x56\x8B\xF1\xB9\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x84\xC0\x74\x09\x32\xC0\x5E xxxxxxx????x????xxxxxxx



