L L4D2node

CWeaponCSBase::CanDeploy

0x00440370 · 70 bytes · __thiscall

_ZN13CWeaponCSBase9CanDeployEv

Decompiled

undefined (1 param)

/* CWeaponCSBase::CanDeploy() */

undefined4 __thiscall CWeaponCSBase::CanDeploy(CWeaponCSBase *this)

{
  char cVar1;
  int iVar2;
  
  iVar2 = GetPlayerOwner(this);
  if (iVar2 == 0) {
    return 0;
  }
  cVar1 = CCSPlayer::HasShield();
  if ((cVar1 != '\0') &&
     (iVar2 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)this),
     *(char *)(iVar2 + 0x8ac) == '\0')) {
    return 0;
  }
  return 1;
}

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)