CBaseCombatCharacter::Weapon_IsOnGround
0x005f49e0 · 105 bytes · __thiscall
_ZN20CBaseCombatCharacter17Weapon_IsOnGroundEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::Weapon_IsOnGround(CBaseCombatWeapon*) */
bool __thiscall
CBaseCombatCharacter::Weapon_IsOnGround(CBaseCombatCharacter *this,CBaseCombatWeapon *param_1)
{
float fVar1;
int iVar2;
if (*(int *)(param_1 + 0x1478) != 0) {
return false;
}
iVar2 = (**(code **)(*(int *)param_1 + 0x288))(param_1);
fVar1 = *(float *)(iVar2 + 8);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
return ABS(fVar1 - *(float *)(this + 0x2e8)) < 12.0;
}
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.