CWeaponCSBase::IsUseable
0x00440d50 · 111 bytes · __thiscall
_ZN13CWeaponCSBase9IsUseableEv
Decompiled
undefined (1 param)
/* CWeaponCSBase::IsUseable() */
undefined4 __thiscall CWeaponCSBase::IsUseable(CWeaponCSBase *this)
{
CBaseCombatCharacter *this_00;
int iVar1;
this_00 = (CBaseCombatCharacter *)GetPlayerOwner(this);
if (this_00 == (CBaseCombatCharacter *)0x0) {
return 0;
}
if (*(int *)(this + 0x1420) < 1) {
iVar1 = (**(code **)(*(int *)this + 0x55c))(this);
iVar1 = CBaseCombatCharacter::GetAmmoCount(this_00,iVar1);
if ((iVar1 < 1) && (iVar1 = (**(code **)(*(int *)this + 0x510))(this), iVar1 != -1)) {
return 0;
}
return 1;
}
return 1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.