L L4D2node

CTerrorPlayer::GetMountedGun

0x004f3630 · 125 bytes · __thiscall

_ZNK13CTerrorPlayer13GetMountedGunEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::GetMountedGun() const */

undefined4 __thiscall CTerrorPlayer::GetMountedGun(CTerrorPlayer *this)

{
  uint uVar1;
  undefined4 uVar2;
  undefined *puVar3;
  
  if (this[0x33bc] == (CTerrorPlayer)0x0) {
    return 0;
  }
  uVar1 = *(uint *)(this + 0x1d14);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
    uVar2 = __dynamic_cast(*(int *)(puVar3 + 4),&CBaseEntity::typeinfo,&CPropMountedGun::typeinfo,0)
    ;
    return uVar2;
  }
  return 0;
}

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)