L L4D2node

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 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)