CBaseCombatWeapon::SetWeaponVisible
0x00406e40 · 267 bytes · __thiscall
_ZN17CBaseCombatWeapon16SetWeaponVisibleEb
Decompiled
undefined (2 params)
/* CBaseCombatWeapon::SetWeaponVisible(bool) */
void __thiscall CBaseCombatWeapon::SetWeaponVisible(CBaseCombatWeapon *this,bool param_1)
{
CBaseEdict *this_00;
char cVar1;
CBasePlayer *this_01;
int iVar2;
uint *puVar3;
int *piVar4;
uint uVar5;
this_01 = (CBasePlayer *)GetOwner(this);
if (this_01 != (CBasePlayer *)0x0) {
cVar1 = (**(code **)(*(int *)this_01 + 0x16c))(this_01);
if (cVar1 != '\0') {
piVar4 = (int *)CBasePlayer::GetViewModel(this_01,*(int *)(this + 0x13f8));
goto LAB_00406e72;
}
}
piVar4 = (int *)0x0;
LAB_00406e72:
if (param_1) {
uVar5 = *(uint *)(this + 0xd4) & 0xffffffdf;
if (*(uint *)(this + 0xd4) == uVar5) {
puVar3 = *(uint **)(this + 0x30);
}
else {
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
puVar3 = (uint *)0x0;
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
puVar3 = *(uint **)(this + 0x30);
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
puVar3 = *(uint **)(this + 0x30);
}
*(uint *)(this + 0xd4) = uVar5;
}
if (puVar3 != (uint *)0x0) {
*puVar3 = *puVar3 | 0x80;
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
if (piVar4 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x00406f42. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar4 + 0x3c0))();
return;
}
}
else {
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
if (piVar4 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x00406eed. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar4 + 0x3bc))();
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.