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 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.