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 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.