L L4D2node

CCSGameRules::FShouldSwitchWeapon

0x00433bd0 · 126 bytes · __thiscall

_ZN12CCSGameRules19FShouldSwitchWeaponEP11CBasePlayerP17CBaseCombatWeapon

Decompiled

undefined (3 params)

/* CCSGameRules::FShouldSwitchWeapon(CBasePlayer*, CBaseCombatWeapon*) */

undefined4 __thiscall
CCSGameRules::FShouldSwitchWeapon
          (CCSGameRules *this,CBasePlayer *param_1,CBaseCombatWeapon *param_2)

{
  char cVar1;
  undefined4 uVar2;
  
  if (((param_1 == (CBasePlayer *)0x0) ||
      (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0')) ||
     (cVar1 = (**(code **)(*(int *)param_1 + 0x7f8))(param_1), cVar1 == '\0')) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x778))(param_1);
    if (cVar1 != '\0') {
      return 0;
    }
  }
  else {
    (**(code **)(*(int *)param_1 + 0x778))(param_1);
  }
  cVar1 = (**(code **)(*(int *)this + 0x2c8))(this);
  if (cVar1 == '\0') {
    return 0;
  }
  uVar2 = CMultiplayRules::FShouldSwitchWeapon((CMultiplayRules *)this,param_1,param_2);
  return uVar2;
}

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)