CMultiplayRules::CanHavePlayerItem
0x0046fdf0 · 157 bytes · __thiscall
_ZN15CMultiplayRules17CanHavePlayerItemEP11CBasePlayerP17CBaseCombatWeapon
Decompiled
undefined (3 params)
/* CMultiplayRules::CanHavePlayerItem(CBasePlayer*, CBaseCombatWeapon*) */
undefined4 __thiscall
CMultiplayRules::CanHavePlayerItem
(CMultiplayRules *this,CBasePlayer *param_1,CBaseCombatWeapon *param_2)
{
uint uVar1;
undefined4 uVar2;
undefined *puVar3;
int iVar4;
if (0 < *(int *)(weaponstay._28_4_ + 0x30)) {
uVar1 = (**(code **)(*(int *)param_2 + 0x52c))(param_2);
iVar4 = 0;
if ((uVar1 & 8) == 0) {
do {
uVar1 = *(uint *)(param_1 + iVar4 * 4 + 0x18f4);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(param_2 == *(CBaseCombatWeapon **)(puVar3 + 4))) {
return 0;
}
iVar4 = iVar4 + 1;
} while (iVar4 != 0x38);
}
}
uVar2 = CGameRules::CanHavePlayerItem((CBasePlayer *)this,(CBaseCombatWeapon *)param_1);
return uVar2;
}
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.