L L4D2node

CBasePlayer::SelectLastItem

0x00416cc0 · 270 bytes · __thiscall

_ZN11CBasePlayer14SelectLastItemEv

Decompiled

undefined (1 param)

/* CBasePlayer::SelectLastItem() */

void __thiscall CBasePlayer::SelectLastItem(CBasePlayer *this)

{
  uint uVar1;
  code *pcVar2;
  char cVar3;
  int iVar4;
  int *piVar5;
  undefined4 uVar6;
  undefined *puVar7;
  undefined1 *puVar8;
  
  uVar1 = *(uint *)(this + 0x2064);
  if ((((uVar1 != 0xffffffff) &&
       (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar7 + 4) != 0)) {
    iVar4 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
    if (iVar4 != 0) {
      piVar5 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
      cVar3 = (**(code **)(*piVar5 + 0x418))(piVar5);
      if (cVar3 == '\0') {
        return;
      }
    }
    piVar5 = (int *)0x0;
    pcVar2 = *(code **)(*(int *)this + 0x6b4);
    uVar1 = *(uint *)(this + 0x2064);
    if (((uVar1 != 0xffffffff) &&
        (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) {
      piVar5 = *(int **)(puVar7 + 4);
    }
    iVar4 = 0;
    uVar6 = (**(code **)(*piVar5 + 0x3a8))(piVar5);
    uVar1 = *(uint *)(this + 0x2064);
    if (((uVar1 != 0xffffffff) &&
        (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) {
      iVar4 = *(int *)(puVar7 + 4);
    }
    puVar8 = &DAT_00d539c2;
    if (*(undefined1 **)(iVar4 + 0x7c) != (undefined1 *)0x0) {
      puVar8 = *(undefined1 **)(iVar4 + 0x7c);
    }
    (*pcVar2)(this,puVar8,uVar6);
    return;
  }
  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)