CSingleplayRules::FShouldSwitchWeapon
0x004b1cb0 · 207 bytes · __thiscall
_ZN16CSingleplayRules19FShouldSwitchWeaponEP11CBasePlayerP17CBaseCombatWeapon
Decompiled
undefined (3 params)
/* CSingleplayRules::FShouldSwitchWeapon(CBasePlayer*, CBaseCombatWeapon*) */
undefined4 __thiscall
CSingleplayRules::FShouldSwitchWeapon
(CSingleplayRules *this,CBasePlayer *param_1,CBaseCombatWeapon *param_2)
{
char cVar1;
undefined4 uVar2;
int iVar3;
int *piVar4;
CBaseCombatWeapon *pCVar5;
int iVar6;
uVar2 = (**(code **)(*(int *)param_2 + 0x40c))(param_2);
if (((char)uVar2 != '\0') ||
(iVar3 = CBaseCombatCharacter::GetAmmoCount
((CBaseCombatCharacter *)param_1,*(int *)(param_2 + 0x1418)), 0 < iVar3)) {
uVar2 = 1;
iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
if (iVar3 != 0) {
cVar1 = (**(code **)(*(int *)param_2 + 0x524))(param_2);
if (cVar1 != '\0') {
piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
cVar1 = (**(code **)(*piVar4 + 0x528))(piVar4);
if (cVar1 != '\0') {
piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
uVar2 = (**(code **)(*piVar4 + 0x418))(piVar4);
if ((char)uVar2 != '\0') {
pCVar5 = (CBaseCombatWeapon *)
CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
if (param_2 == pCVar5) {
return uVar2;
}
iVar3 = (**(code **)(*(int *)param_2 + 0x520))(param_2);
piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
iVar6 = (**(code **)(*piVar4 + 0x520))(piVar4);
if (iVar6 < iVar3) {
return uVar2;
}
return 0;
}
}
}
uVar2 = 0;
}
}
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.