L L4D2node

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 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)