L L4D2node

CWeaponCSBase::Materialize

0x0043f680 · 205 bytes · __thiscall

_ZN13CWeaponCSBase11MaterializeEv

Decompiled

undefined (1 param)

/* CWeaponCSBase::Materialize() */

void __thiscall CWeaponCSBase::Materialize(CWeaponCSBase *this)

{
  uint uVar1;
  CBaseEdict *this_00;
  int iVar2;
  uint *puVar3;
  undefined1 local_14 [8];
  
  uVar1 = *(uint *)(this + 0xd4);
  if ((uVar1 & 0x20) != 0) {
    if (uVar1 == (uVar1 & 0xffffffdf)) {
      puVar3 = *(uint **)(this + 0x30);
    }
    else {
      if (this[0x6c] == (CWeaponCSBase)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        puVar3 = (uint *)0x0;
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar2 + 2) = 0;
          puVar3 = *(uint **)(this + 0x30);
        }
      }
      else {
        this[0x70] = (CWeaponCSBase)((byte)this[0x70] | 1);
        puVar3 = *(uint **)(this + 0x30);
      }
      *(uint *)(this + 0xd4) = uVar1 & 0xffffffdf;
    }
    if (puVar3 != (uint *)0x0) {
      *puVar3 = *puVar3 | 0x80;
    }
    CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
    CBaseAnimating::DoMuzzleFlash((CBaseAnimating *)this);
  }
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 8));
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  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)