L L4D2node

CBasePlayer::Weapon_ShouldSelectItem

0x00416eb0 · 25 bytes · __thiscall

_ZN11CBasePlayer23Weapon_ShouldSelectItemEP17CBaseCombatWeapon

Decompiled

undefined (2 params)

/* CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon*) */

bool __thiscall CBasePlayer::Weapon_ShouldSelectItem(CBasePlayer *this,CBaseCombatWeapon *param_1)

{
  CBaseCombatWeapon *pCVar1;
  
  pCVar1 = (CBaseCombatWeapon *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
  return pCVar1 != param_1;
}

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)