CBaseCombatWeapon::HideThink
0x004065c0 · 73 bytes · __thiscall
_ZN17CBaseCombatWeapon9HideThinkEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::HideThink() */
void __thiscall CBaseCombatWeapon::HideThink(CBaseCombatWeapon *this)
{
int iVar1;
CBaseCombatCharacter *this_00;
CBaseCombatWeapon *pCVar2;
iVar1 = GetOwner(this);
if (iVar1 != 0) {
this_00 = (CBaseCombatCharacter *)GetOwner(this);
pCVar2 = (CBaseCombatWeapon *)CBaseCombatCharacter::GetActiveWeapon(this_00);
if (this == pCVar2) {
(**(code **)(*(int *)this + 0x430))(this,0);
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.