L L4D2node

CBaseCombatWeapon::GetOwner

0x00405f20 · 76 bytes · __thiscall

_ZNK17CBaseCombatWeapon8GetOwnerEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::GetOwner() const */

undefined4 __thiscall CBaseCombatWeapon::GetOwner(CBaseCombatWeapon *this)

{
  uint uVar1;
  undefined4 uVar2;
  undefined *puVar3;
  
  uVar1 = *(uint *)(this + 0x13f4);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int **)(puVar3 + 4) != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x00405f73. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar2 = (**(code **)(**(int **)(puVar3 + 4) + 0x144))();
    return uVar2;
  }
  return 0;
}

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)