L L4D2node

CBaseCombatWeapon::InputHideWeapon

0x00406570 · 73 bytes · __cdecl

_ZN17CBaseCombatWeapon15InputHideWeaponER11inputdata_t

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::InputHideWeapon(inputdata_t&) */

void CBaseCombatWeapon::InputHideWeapon(inputdata_t *param_1)

{
  int iVar1;
  CBaseCombatCharacter *this;
  inputdata_t *piVar2;
  undefined4 uStack00000008;
  
  iVar1 = GetOwner((CBaseCombatWeapon *)param_1);
  if (iVar1 != 0) {
    this = (CBaseCombatCharacter *)GetOwner((CBaseCombatWeapon *)param_1);
    piVar2 = (inputdata_t *)CBaseCombatCharacter::GetActiveWeapon(this);
    if (param_1 == piVar2) {
      uStack00000008 = 0;
                    /* WARNING: Could not recover jumptable at 0x004065b7. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)param_1 + 0x430))();
      return;
    }
  }
  return;
}

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)