L L4D2node

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 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)