CTerrorPlayer::CanUseWeapon
0x004f4c60 · 100 bytes · __thiscall
_ZNK13CTerrorPlayer12CanUseWeaponE10CSWeaponID
Decompiled
undefined (2 params)
/* CTerrorPlayer::CanUseWeapon(CSWeaponID) const */
undefined4 __thiscall CTerrorPlayer::CanUseWeapon(CTerrorPlayer *this,undefined4 param_2)
{
char cVar1;
int iVar2;
int iVar3;
int iVar4;
undefined4 uVar5;
uVar5 = 1;
iVar2 = GetWeaponInfo(param_2);
if (iVar2 != 0) {
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
cVar1 = IsASurvivorTeam(iVar4);
if (cVar1 != '\0') {
iVar3 = 2;
}
iVar2 = *(int *)(iVar2 + 0x898);
if (iVar2 != 0) {
uVar5 = CONCAT31((int3)((uint)iVar2 >> 8),iVar3 == iVar2);
}
}
return uVar5;
}
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.