L L4D2node

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 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)