CBaseCombatWeapon::IsLocked
0x00409d20 · 93 bytes · __thiscall
_ZN17CBaseCombatWeapon8IsLockedEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseCombatWeapon::IsLocked(CBaseEntity*) */
undefined4 __thiscall CBaseCombatWeapon::IsLocked(CBaseCombatWeapon *this,CBaseEntity *param_1)
{
uint uVar1;
CBaseEntity *pCVar2;
undefined *puVar3;
if (*(float *)(gpGlobals + 0xc) <= *(float *)(this + 0x146c) &&
*(float *)(this + 0x146c) != *(float *)(gpGlobals + 0xc)) {
uVar1 = *(uint *)(this + 0x1470);
pCVar2 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(uVar1 = uVar1 >> 0xc, *(uint *)(puVar3 + 8) == uVar1)) {
pCVar2 = *(CBaseEntity **)(puVar3 + 4);
}
return CONCAT31((int3)(uVar1 >> 8),param_1 != pCVar2);
}
return 0;
}
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.