L L4D2node

CC_Player_BugBaitSwap

0x00640330 · 179 bytes · unknown

_Z21CC_Player_BugBaitSwapv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_Player_BugBaitSwap() */

void CC_Player_BugBaitSwap(void)

{
  code *pcVar1;
  char cVar2;
  CBaseCombatCharacter *this;
  int *piVar3;
  int iVar4;
  char *pcVar5;
  
  this = (CBaseCombatCharacter *)UTIL_GetCommandClient();
  if (this != (CBaseCombatCharacter *)0x0) {
    cVar2 = (**(code **)(*(int *)this + 0x16c))(this);
    if (cVar2 != '\0') {
      piVar3 = (int *)CBaseCombatCharacter::GetActiveWeapon(this);
      if (piVar3 != (int *)0x0) {
        pcVar1 = *(code **)(*engine + 0x9c);
        iVar4 = UTIL_GetCommandClient();
        (*pcVar1)(engine,*(undefined4 *)(iVar4 + 0x30),"cancelselect");
        pcVar5 = (char *)(**(code **)(*piVar3 + 0x538))(piVar3);
        iVar4 = _V_stricmp(pcVar5,"weapon_bugbait");
        if (iVar4 == 0) {
          (**(code **)(*(int *)this + 0x6b0))(this);
          return;
        }
        (**(code **)(*(int *)this + 0x6b4))(this,"weapon_bugbait",0);
      }
    }
  }
  return;
}

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)