L L4D2node

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 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)