CBaseCombatCharacter::Weapon_CanSwitchTo
0x003fe280 · 197 bytes · __thiscall
_ZN20CBaseCombatCharacter18Weapon_CanSwitchToEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatWeapon*) */
undefined4 __thiscall
CBaseCombatCharacter::Weapon_CanSwitchTo(CBaseCombatCharacter *this,CBaseCombatWeapon *param_1)
{
uint uVar1;
char cVar2;
int iVar3;
undefined4 uVar4;
undefined *puVar5;
CBaseCombatWeapon *this_00;
int in_stack_ffffffd8;
cVar2 = (**(code **)(*(int *)this + 0x16c))(this);
if (((cVar2 == '\0') || (iVar3 = (**(code **)(*(int *)this + 0x500))(this), iVar3 == 0)) ||
(cVar2 = CBasePlayer::UsingStandardWeaponsInVehicle((CBasePlayer *)this), cVar2 != '\0')) {
this_00 = param_1;
uVar4 = (**(code **)(*(int *)param_1 + 0x40c))();
if ((char)uVar4 == '\0') {
if (*(int *)(param_1 + 0x1418) == -1) {
return uVar4;
}
iVar3 = GetAmmoCount((CBaseCombatCharacter *)this_00,in_stack_ffffffd8);
if (iVar3 == 0) {
return uVar4;
}
}
uVar4 = (**(code **)(*(int *)param_1 + 0x420))(param_1);
if ((char)uVar4 != '\0') {
uVar1 = *(uint *)(this + 0x19d4);
if (uVar1 == 0xffffffff) {
return uVar4;
}
puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
if (puVar5 == (undefined *)0xfffffffc) {
return uVar4;
}
if (*(uint *)(puVar5 + 8) != uVar1 >> 0xc) {
return uVar4;
}
if (*(int **)(puVar5 + 4) == (int *)0x0) {
return uVar4;
}
/* WARNING: Could not recover jumptable at 0x003fe346. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar4 = (**(code **)(**(int **)(puVar5 + 4) + 0x418))();
return uVar4;
}
}
return 0;
}
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.