L L4D2node

CBaseCSGrenade::Holster

0x0043cb50 · 411 bytes · __cdecl

_ZN14CBaseCSGrenade7HolsterEP17CBaseCombatWeapon

Decompiled

undefined (1 param)

/* CBaseCSGrenade::Holster(CBaseCombatWeapon*) */

undefined4 CBaseCSGrenade::Holster(CBaseCombatWeapon *param_1)

{
  CBaseEdict *pCVar1;
  CBaseCombatCharacter *this;
  undefined4 uVar2;
  int iVar3;
  
  this = (CBaseCombatCharacter *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)param_1);
  if ((param_1[0x17dd] != (CBaseCombatWeapon)0x0) && (this != (CBaseCombatCharacter *)0x0)) {
    (**(code **)(*(int *)this + 0x7fc))(this,0x3f,0);
  }
  if (param_1[0x17dc] != (CBaseCombatWeapon)0x0) {
    if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
    }
    param_1[0x17dc] = (CBaseCombatWeapon)0x0;
  }
  if (param_1[0x17dd] != (CBaseCombatWeapon)0x0) {
    if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
    }
    param_1[0x17dd] = (CBaseCombatWeapon)0x0;
  }
  if (*(float *)(param_1 + 0x17e0) != 0.0) {
    if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
    }
    *(undefined4 *)(param_1 + 0x17e0) = 0;
  }
  if (param_1[0x17e4] != (CBaseCombatWeapon)0x0) {
    if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
    }
    param_1[0x17e4] = (CBaseCombatWeapon)0x0;
  }
  uVar2 = CTerrorWeapon::Holster(param_1);
  if (this != (CBaseCombatCharacter *)0x0) {
    iVar3 = CBaseCombatCharacter::GetAmmoCount(this,*(int *)(param_1 + 0x1418));
    if (iVar3 < 1) {
      CBaseCombatCharacter::Weapon_Detach(this,param_1);
      UTIL_Remove((CBaseEntity *)param_1);
      return uVar2;
    }
  }
  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)