L L4D2node

CBasePlayer::Weapon_Switch

0x0041af50 · 183 bytes · __thiscall

_ZN11CBasePlayer13Weapon_SwitchEP17CBaseCombatWeaponi

Decompiled

undefined (3 params)

/* CBasePlayer::Weapon_Switch(CBaseCombatWeapon*, int) */

undefined4 __thiscall
CBasePlayer::Weapon_Switch(CBasePlayer *this,CBaseCombatWeapon *param_1,int param_2)

{
  code *pcVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  undefined4 uVar6;
  
  piVar3 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
  iVar5 = param_2;
  uVar4 = CBaseCombatCharacter::Weapon_Switch((CBaseCombatWeapon *)this,(int)param_1);
  if ((char)uVar4 != '\0') {
    if (piVar3 != (int *)0x0) {
      pcVar1 = *(code **)(*(int *)this + 0x5d0);
      iVar5 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
      cVar2 = (*pcVar1)(this,piVar3,iVar5);
      if (cVar2 != '\0') {
        pcVar1 = *(code **)(*(int *)this + 0x5cc);
        uVar6 = (**(code **)(*piVar3 + 0x42c))(piVar3);
        (*pcVar1)(this,uVar6);
      }
    }
    piVar3 = (int *)GetViewModel(this,param_2);
    if (piVar3 != (int *)0x0) {
      (**(code **)(*piVar3 + 0x3c0))(piVar3,0x20,iVar5);
    }
    ResetAutoaim(this);
  }
  return uVar4;
}

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)