CBaseCombatCharacter::Weapon_Detach
0x005f5420 · 372 bytes · __thiscall
_ZN20CBaseCombatCharacter13Weapon_DetachEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::Weapon_Detach(CBaseCombatWeapon*) */
undefined4 __thiscall
CBaseCombatCharacter::Weapon_Detach(CBaseCombatCharacter *this,CBaseCombatWeapon *param_1)
{
uint uVar1;
CBaseEdict *this_00;
int iVar2;
undefined *puVar3;
CBaseCombatCharacter *__s1;
int iVar4;
undefined4 local_20 [4];
if (param_1 != (CBaseCombatWeapon *)0x0) {
__s1 = this + 0x18f4;
iVar4 = 0;
do {
uVar1 = *(uint *)__s1;
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(param_1 == *(CBaseCombatWeapon **)(puVar3 + 4))) {
local_20[0] = 0xffffffff;
iVar2 = memcmp(__s1,local_20,4);
if (iVar2 != 0) {
if (this[0x6c] == (CBaseCombatCharacter)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatCharacter)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + iVar4 * 4 + 0x18f4) = local_20[0];
}
if ((uint)(byte)this[0x1800] != iVar4 + 1U) {
iVar2 = 1;
goto LAB_005f54d8;
}
iVar2 = 0;
goto LAB_005f54e4;
}
iVar4 = iVar4 + 1;
__s1 = __s1 + 4;
} while (iVar4 != 0x38);
}
return 0;
LAB_005f54e4:
this[iVar2 + 0x1800] = (CBaseCombatCharacter)0x0;
goto LAB_005f54ec;
while (iVar2 = iVar2 + 1, iVar2 != 0x38) {
LAB_005f54d8:
if ((uint)(byte)this[iVar2 + 0x1800] == iVar4 + 1U) goto LAB_005f54e4;
}
LAB_005f54ec:
CBaseCombatWeapon::SetOwner(param_1,(CBaseCombatCharacter *)0x0);
uVar1 = *(uint *)(this + 0x19d4);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar3 + 8) == uVar1 >> 0xc && (param_1 == *(CBaseCombatWeapon **)(puVar3 + 4)))))
{
SetActiveWeapon(this,(CBaseCombatWeapon *)0x0);
}
return 1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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Just a Signatures{} block, ready to drop into a gamedata
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raw memory ops, or anything else.
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calling convention, and argument types straight from the gamedata. Less
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