CBasePlayer::SelectItem
0x00416f80 · 124 bytes · __thiscall
_ZN11CBasePlayer10SelectItemEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CBasePlayer::SelectItem(CBaseCombatWeapon*) */
void __thiscall CBasePlayer::SelectItem(CBasePlayer *this,CBaseCombatWeapon *param_1)
{
char cVar1;
int iVar2;
int *piVar3;
iVar2 = (**(code **)(*(int *)this + 0x648))(this);
if ((iVar2 == 0) && (cVar1 = (**(code **)(*(int *)this + 0x5d4))(this,param_1), cVar1 != '\0')) {
iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (iVar2 != 0) {
piVar3 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
cVar1 = (**(code **)(*piVar3 + 0x418))(piVar3);
if (cVar1 == '\0') {
return;
}
ResetAutoaim(this);
}
(**(code **)(*(int *)this + 0x474))(this,param_1,0);
}
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.