CBaseCombatWeapon::GetAvailableWeaponsInBox
0x00409d90 · 157 bytes · __cdecl
_ZN17CBaseCombatWeapon24GetAvailableWeaponsInBoxEPPS_iRK6VectorS4_
Decompiled
undefined (4 params)
/* CBaseCombatWeapon::GetAvailableWeaponsInBox(CBaseCombatWeapon**, int, Vector const&, Vector
const&) */
int CBaseCombatWeapon::GetAvailableWeaponsInBox
(CBaseCombatWeapon **param_1,int param_2,Vector *param_3,Vector *param_4)
{
CBaseCombatWeapon *this;
char cVar1;
uint uVar2;
int iVar3;
int iVar4;
uVar2 = (uint)(ushort)g_WeaponList._24_2_;
if (uVar2 == 0xffff) {
iVar4 = 0;
}
else {
iVar4 = 0;
do {
this = *(CBaseCombatWeapon **)(g_WeaponList._12_4_ + uVar2 * 8);
iVar3 = GetOwner(this);
if (iVar3 == 0) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
cVar1 = IsPointInBox((Vector *)(this + 0x2e0),param_3,param_4);
if ((cVar1 != '\0') && (iVar4 < param_2)) {
param_1[iVar4] = this;
iVar4 = iVar4 + 1;
}
}
uVar2 = (uint)*(ushort *)(g_WeaponList._12_4_ + 6 + uVar2 * 8);
} while (uVar2 != 0xffff);
}
return iVar4;
}
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.