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 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.