L L4D2node

CWeaponCSBase::UpdateShieldState

0x00440230 · 64 bytes · __thiscall

_ZN13CWeaponCSBase17UpdateShieldStateEv

Decompiled

undefined (1 param)

/* CWeaponCSBase::UpdateShieldState() */

void __thiscall CWeaponCSBase::UpdateShieldState(CWeaponCSBase *this)

{
  char cVar1;
  int iVar2;
  
  iVar2 = GetPlayerOwner(this);
  if (iVar2 != 0) {
    cVar1 = CCSPlayer::HasShield();
    if (cVar1 == '\0') {
      CCSPlayer::SetShieldDrawnState(SUB41(iVar2,0));
      return;
    }
  }
  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)