L L4D2node

CTerrorGameRules::FShouldSwitchWeapon

0x0050c920 · 68 bytes · __thiscall

_ZN16CTerrorGameRules19FShouldSwitchWeaponEP11CBasePlayerP17CBaseCombatWeapon

Decompiled

undefined (3 params)

/* CTerrorGameRules::FShouldSwitchWeapon(CBasePlayer*, CBaseCombatWeapon*) */

undefined4 __thiscall
CTerrorGameRules::FShouldSwitchWeapon
          (CTerrorGameRules *this,CBasePlayer *param_1,CBaseCombatWeapon *param_2)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = (**(code **)(*(int *)param_2 + 0x530))(param_2);
  if (iVar1 != 5) {
    uVar2 = CCSGameRules::FShouldSwitchWeapon((CCSGameRules *)this,param_1,param_2);
    return uVar2;
  }
  return 1;
}

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)