CBaseCombatCharacter::Weapon_GetSlot
0x003fe350 · 161 bytes · __thiscall
_ZNK20CBaseCombatCharacter14Weapon_GetSlotEi
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::Weapon_GetSlot(int) const */
undefined4 __thiscall CBaseCombatCharacter::Weapon_GetSlot(CBaseCombatCharacter *this,int param_1)
{
uint uVar1;
int *piVar2;
int iVar3;
undefined *puVar4;
CBaseCombatCharacter *pCVar5;
int iVar6;
iVar6 = 0;
pCVar5 = this + 0x18f4;
while ((((uVar1 = *(uint *)pCVar5, uVar1 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
((piVar2 = *(int **)(puVar4 + 4), piVar2 == (int *)0x0 ||
(iVar3 = (**(code **)(*piVar2 + 0x530))(piVar2), param_1 != iVar3))))) {
iVar6 = iVar6 + 1;
pCVar5 = pCVar5 + 4;
if (iVar6 == 0x38) {
return 0;
}
}
uVar1 = *(uint *)pCVar5;
if (uVar1 == 0xffffffff) {
return 0;
}
puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
if (puVar4 == (undefined *)0xfffffffc) {
return 0;
}
if (*(uint *)(puVar4 + 8) != uVar1 >> 0xc) {
return 0;
}
return *(undefined4 *)(puVar4 + 4);
}
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.