L L4D2node

CMultiplayRules::SwitchToNextBestWeapon

0x0046e300 · 72 bytes · __thiscall

_ZN15CMultiplayRules22SwitchToNextBestWeaponEP20CBaseCombatCharacterP17CBaseCombatWeapon

Decompiled

undefined (3 params)

/* CMultiplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter*, CBaseCombatWeapon*) */

undefined4 __thiscall
CMultiplayRules::SwitchToNextBestWeapon
          (CMultiplayRules *this,CBaseCombatCharacter *param_1,CBaseCombatWeapon *param_2)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = (**(code **)(*(int *)this + 0x70))(this,param_1,param_2);
  if (iVar1 != 0) {
                    /* WARNING: Could not recover jumptable at 0x0046e33e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar2 = (**(code **)(*(int *)param_1 + 0x474))();
    return uVar2;
  }
  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)