L L4D2node

CBaseCombatWeapon::SetSubType

0x0040b9a0 · 17 bytes · __thiscall

_ZN17CBaseCombatWeapon10SetSubTypeEi

Decompiled

undefined (2 params)

/* CBaseCombatWeapon::SetSubType(int) */

void __thiscall CBaseCombatWeapon::SetSubType(CBaseCombatWeapon *this,int param_1)

{
  *(int *)(this + 0x1468) = param_1;
  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)