L L4D2node

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 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)