L L4D2node

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 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)