L L4D2node

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 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)