CBaseCombatCharacter::Weapon_SlotOccupied
0x005ef620 · 60 bytes · __thiscall
_ZN20CBaseCombatCharacter19Weapon_SlotOccupiedEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon*) */
bool __thiscall
CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatCharacter *this,CBaseCombatWeapon *param_1)
{
code *pcVar1;
undefined4 uVar2;
int iVar3;
bool bVar4;
bVar4 = false;
if (param_1 != (CBaseCombatWeapon *)0x0) {
pcVar1 = *(code **)(*(int *)this + 0x484);
uVar2 = (**(code **)(*(int *)param_1 + 0x530))(param_1);
iVar3 = (*pcVar1)(this,uVar2);
bVar4 = iVar3 != 0;
}
return bVar4;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.