CBaseCombatCharacter::RemoveAllWeapons
0x005f6750 · 256 bytes · __thiscall
_ZN20CBaseCombatCharacter16RemoveAllWeaponsEv
Decompiled
undefined (1 param)
/* CBaseCombatCharacter::RemoveAllWeapons() */
void __thiscall CBaseCombatCharacter::RemoveAllWeapons(CBaseCombatCharacter *this)
{
uint uVar1;
int *piVar2;
CBaseEdict *this_00;
int iVar3;
undefined *puVar4;
CBaseCombatCharacter *__s1;
uint local_20 [4];
SetActiveWeapon(this,(CBaseCombatWeapon *)0x0);
__s1 = this + 0x18f4;
do {
uVar1 = *(uint *)__s1;
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar4 + 4), piVar2 != (int *)0x0)) {
(**(code **)(*piVar2 + 0x5b4))(piVar2);
local_20[0] = 0xffffffff;
iVar3 = memcmp(__s1,local_20,4);
if (iVar3 != 0) {
if (this[0x6c] == (CBaseCombatCharacter)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatCharacter)((byte)this[0x70] | 1);
}
*(uint *)__s1 = local_20[0];
}
}
__s1 = __s1 + 4;
} while (__s1 != this + 0x19d4);
_V_memset(this + 0x1800,0,0x38);
return;
}
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.