L L4D2node

CWeaponCSBase::Holster

0x00441940 · 109 bytes · __cdecl

_ZN13CWeaponCSBase7HolsterEP17CBaseCombatWeapon

Decompiled

undefined (1 param)

/* CWeaponCSBase::Holster(CBaseCombatWeapon*) */

undefined4 CWeaponCSBase::Holster(CBaseCombatWeapon *param_1)

{
  CBasePlayer *this;
  undefined4 uVar1;
  
  this = (CBasePlayer *)GetPlayerOwner((CWeaponCSBase *)param_1);
  if (this != (CBasePlayer *)0x0) {
    CBasePlayer::SetFOV(this,(CBaseEntity *)this,0,0.0,0);
    CCSPlayer::SetShieldDrawnState(SUB41(this,0));
    uVar1 = CBaseCombatWeapon::Holster(param_1);
    return uVar1;
  }
  return 0;
}

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)