L L4D2node

CBaseCombatWeapon::ObjectCaps

0x005ff090 · 59 bytes · __thiscall

_ZN17CBaseCombatWeapon10ObjectCapsEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::ObjectCaps() */

uint __thiscall CBaseCombatWeapon::ObjectCaps(CBaseCombatWeapon *this)

{
  char cVar1;
  uint uVar2;
  
  uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
  cVar1 = CBaseEntity::IsFollowingEntity((CBaseEntity *)this);
  if ((cVar1 == '\0') && (((byte)this[0x148] & 2) == 0)) {
    uVar2 = uVar2 | 0x210;
  }
  return uVar2;
}

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)