L L4D2node

CBaseShotgun::Holster

0x00528200 · 159 bytes · __cdecl

_ZN12CBaseShotgun7HolsterEP17CBaseCombatWeapon

Decompiled

undefined (1 param)

/* CBaseShotgun::Holster(CBaseCombatWeapon*) */

void CBaseShotgun::Holster(CBaseCombatWeapon *param_1)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  if (*(int *)(param_1 + 0x17f4) != 0) {
    if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
    }
    *(undefined4 *)(param_1 + 0x17f4) = 0;
  }
  if (param_1[0x1459] != (CBaseCombatWeapon)0x0) {
    if (param_1[0x6c] == (CBaseCombatWeapon)0x0) {
      pCVar1 = *(CBaseEdict **)(param_1 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      param_1[0x1459] = (CBaseCombatWeapon)0x0;
    }
    else {
      param_1[0x70] = (CBaseCombatWeapon)((byte)param_1[0x70] | 1);
      param_1[0x1459] = (CBaseCombatWeapon)0x0;
    }
  }
  CTerrorGun::Holster(param_1);
  return;
}

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)