CSingleplayRules::SwitchToNextBestWeapon
0x004b1720 · 72 bytes · __thiscall
_ZN16CSingleplayRules22SwitchToNextBestWeaponEP20CBaseCombatCharacterP17CBaseCombatWeapon
Decompiled
undefined (3 params)
/* CSingleplayRules::SwitchToNextBestWeapon(CBaseCombatCharacter*, CBaseCombatWeapon*) */
undefined4 __thiscall
CSingleplayRules::SwitchToNextBestWeapon
(CSingleplayRules *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 0x004b175e. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar2 = (**(code **)(*(int *)param_1 + 0x474))();
return uVar2;
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.