L L4D2node

CTerrorGun::IsWeaponUpgraded

0x00564060 · 18 bytes · __thiscall

_ZN10CTerrorGun16IsWeaponUpgradedEv

Decompiled

undefined (1 param)

/* CTerrorGun::IsWeaponUpgraded() */

bool __thiscall CTerrorGun::IsWeaponUpgraded(CTerrorGun *this)

{
  CTerrorGun *pCVar1;
  
  pCVar1 = this + 0x17e4;
  *(uint *)pCVar1 = *(uint *)pCVar1 & 7;
  return *(uint *)pCVar1 != 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)