L L4D2node

CTerrorMeleeWeapon::Holster

0x005683d0 · 112 bytes · __cdecl

_ZN18CTerrorMeleeWeapon7HolsterEP17CBaseCombatWeapon

Decompiled

undefined (1 param)

/* CTerrorMeleeWeapon::Holster(CBaseCombatWeapon*) */

void CTerrorMeleeWeapon::Holster(CBaseCombatWeapon *param_1)

{
  int iVar1;
  CCSPlayer *this;
  
  iVar1 = (**(code **)(*(int *)param_1 + 0x530))(param_1);
  if (iVar1 == 5) {
    this = (CCSPlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)param_1);
    if ((this == (CCSPlayer *)0x0) || (this[0x186] != (CCSPlayer)0x9)) {
      CCSPlayer::DropWeapon(this,param_1,true,(Vector *)0x0);
    }
    else {
      CTerrorWeapon::Holster(param_1);
    }
  }
  CTerrorWeapon::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)