CBasePlayer::SelectItem
0x00416ed0 · 156 bytes · __thiscall
_ZN11CBasePlayer10SelectItemEPKci
Decompiled
undefined (3 params)
/* CBasePlayer::SelectItem(char const*, int) */
void __thiscall CBasePlayer::SelectItem(CBasePlayer *this,char *param_1,int param_2)
{
char cVar1;
int iVar2;
int iVar3;
int *piVar4;
if ((((param_1 != (char *)0x0) &&
(iVar2 = CBaseCombatCharacter::Weapon_OwnsThisType
((CBaseCombatCharacter *)this,param_1,param_2), iVar2 != 0)) &&
(iVar3 = (**(code **)(*(int *)this + 0x648))(this), iVar3 == 0)) &&
(cVar1 = (**(code **)(*(int *)this + 0x5d4))(this,iVar2), cVar1 != '\0')) {
iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (iVar2 != 0) {
piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
cVar1 = (**(code **)(*piVar4 + 0x418))(piVar4);
if (cVar1 == '\0') {
return;
}
ResetAutoaim(this);
}
/* WARNING: Could not recover jumptable at 0x00416f71. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x474))();
return;
}
return;
}
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.