CBaseCombatCharacter::Weapon_OwnsThisType
0x003fe6a0 · 248 bytes · __thiscall
_ZNK20CBaseCombatCharacter19Weapon_OwnsThisTypeEPKci
Decompiled
undefined (3 params)
/* CBaseCombatCharacter::Weapon_OwnsThisType(char const*, int) const */
undefined4 __thiscall
CBaseCombatCharacter::Weapon_OwnsThisType(CBaseCombatCharacter *this,char *param_1,int param_2)
{
uint uVar1;
CBaseEntity *this_00;
char cVar2;
int *piVar3;
int iVar4;
undefined4 *puVar5;
uint uVar6;
undefined *puVar7;
CBaseCombatCharacter *pCVar8;
int iVar9;
iVar9 = 0;
pCVar8 = this + 0x18f4;
do {
uVar1 = *(uint *)pCVar8;
if (uVar1 != 0xffffffff) {
uVar6 = uVar1 & 0xfff;
puVar5 = (undefined4 *)(g_pEntityList + uVar6 * 0x10 + 4);
if (((puVar5 != (undefined4 *)0x0) &&
(*(uint *)(g_pEntityList + uVar6 * 0x10 + 8) == uVar1 >> 0xc)) &&
(this_00 = *(CBaseEntity **)(g_pEntityList + uVar6 * 0x10 + 4),
this_00 != (CBaseEntity *)0x0)) {
if (param_1 == *(char **)(this_00 + 0x7c)) {
LAB_003fe790:
piVar3 = (int *)*puVar5;
}
else {
cVar2 = CBaseEntity::ClassMatchesComplex(this_00,param_1);
if (cVar2 == '\0') goto LAB_003fe6c0;
uVar1 = *(uint *)pCVar8;
piVar3 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar5 = (undefined4 *)(g_pEntityList + (uVar1 & 0xfff) * 0x10 + 4),
puVar5 != (undefined4 *)0x0)) && (puVar5[1] == uVar1 >> 0xc)) goto LAB_003fe790;
}
iVar4 = (**(code **)(*piVar3 + 0x3a8))(piVar3);
if (iVar4 == param_2) {
uVar1 = *(uint *)pCVar8;
if (uVar1 == 0xffffffff) {
return 0;
}
puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
if (puVar7 == (undefined *)0xfffffffc) {
return 0;
}
if (*(uint *)(puVar7 + 8) != uVar1 >> 0xc) {
return 0;
}
return *(undefined4 *)(puVar7 + 4);
}
}
}
LAB_003fe6c0:
iVar9 = iVar9 + 1;
pCVar8 = pCVar8 + 4;
if (iVar9 == 0x38) {
return 0;
}
} while( true );
}
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.