L L4D2node

CBaseCombatWeapon::AllowsAutoSwitchTo

0x004047b0 · 33 bytes · __thiscall

_ZNK17CBaseCombatWeapon18AllowsAutoSwitchToEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::AllowsAutoSwitchTo() const */

undefined1 __thiscall CBaseCombatWeapon::AllowsAutoSwitchTo(CBaseCombatWeapon *this)

{
  int iVar1;
  
  iVar1 = GetFileWeaponInfoFromHandle(*(ushort *)(this + 0x1474));
  return *(undefined1 *)(iVar1 + 0x178);
}

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)