CMultiplayRules::FShouldSwitchWeapon
0x0046e620 · 139 bytes · __thiscall
_ZN15CMultiplayRules19FShouldSwitchWeaponEP11CBasePlayerP17CBaseCombatWeapon
Decompiled
undefined (3 params)
/* CMultiplayRules::FShouldSwitchWeapon(CBasePlayer*, CBaseCombatWeapon*) */
bool __thiscall
CMultiplayRules::FShouldSwitchWeapon
(CMultiplayRules *this,CBasePlayer *param_1,CBaseCombatWeapon *param_2)
{
char cVar1;
int iVar2;
int *piVar3;
int iVar4;
cVar1 = (**(code **)(*(int *)param_1 + 0x47c))(param_1,param_2);
if (cVar1 != '\0') {
iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
if (iVar2 == 0) {
return (bool)cVar1;
}
cVar1 = (**(code **)(*(int *)param_2 + 0x524))(param_2);
if (cVar1 != '\0') {
piVar3 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
cVar1 = (**(code **)(*piVar3 + 0x528))(piVar3);
if (cVar1 != '\0') {
iVar2 = (**(code **)(*(int *)param_2 + 0x520))(param_2);
piVar3 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
iVar4 = (**(code **)(*piVar3 + 0x520))(piVar3);
return iVar4 < iVar2;
}
}
}
return false;
}
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.