L L4D2node

CBaseCombatWeapon::CanBeSelected

0x00404a40 · 51 bytes · __thiscall

_ZN17CBaseCombatWeapon13CanBeSelectedEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::CanBeSelected() */

undefined4 __thiscall CBaseCombatWeapon::CanBeSelected(CBaseCombatWeapon *this)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x3c4))(this);
  if (cVar1 == '\0') {
    return 0;
  }
                    /* WARNING: Could not recover jumptable at 0x00404a78. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  uVar2 = (**(code **)(*(int *)this + 0x3c8))();
  return uVar2;
}

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)