L L4D2node

CBaseCombatCharacter::SwitchToNextBestWeapon

0x003fe040 · 81 bytes · __thiscall

_ZN20CBaseCombatCharacter22SwitchToNextBestWeaponEP17CBaseCombatWeapon

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::SwitchToNextBestWeapon(CBaseCombatWeapon*) */

void __thiscall
CBaseCombatCharacter::SwitchToNextBestWeapon(CBaseCombatCharacter *this,CBaseCombatWeapon *param_1)

{
  CBaseCombatWeapon *pCVar1;
  
  pCVar1 = (CBaseCombatWeapon *)(**(code **)(*g_pGameRules + 0x70))(g_pGameRules,this,param_1);
  if (pCVar1 != (CBaseCombatWeapon *)0x0 && param_1 != pCVar1) {
    (**(code **)(*(int *)this + 0x474))(this,pCVar1,0);
  }
  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)