L L4D2node

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 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)