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 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.