CWeaponCSBase::Deploy
0x004419c0 · 171 bytes · __thiscall
_ZN13CWeaponCSBase6DeployEv
Decompiled
undefined (1 param)
/* CWeaponCSBase::Deploy() */
void __thiscall CWeaponCSBase::Deploy(CWeaponCSBase *this)
{
CBaseEdict *this_00;
CBasePlayer *this_01;
int iVar1;
*(undefined4 *)(this + 0x14f8) = *(undefined4 *)(gpGlobals + 0xc);
this_01 = (CBasePlayer *)GetPlayerOwner(this);
if (this_01 != (CBasePlayer *)0x0) {
if (*(int *)(this_01 + 0x2850) != 0) {
if (this_01[0x6c] == (CBasePlayer)0x0) {
this_00 = *(CBaseEdict **)(this_01 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this_01[0x70] = (CBasePlayer)((byte)this_01[0x70] | 1);
}
*(undefined4 *)(this_01 + 0x2850) = 0;
}
this_01[0x23d8] = (CBasePlayer)0x0;
*(undefined4 *)(this_01 + 0x23dc) = 0;
CBasePlayer::SetFOV(this_01,(CBaseEntity *)this_01,0,0.0,0);
}
CBaseCombatWeapon::Deploy((CBaseCombatWeapon *)this);
return;
}
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.