CCSPlayer::Weapon_CanUse
0x00650ec0 · 93 bytes · __thiscall
_ZN9CCSPlayer13Weapon_CanUseEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CCSPlayer::Weapon_CanUse(CBaseCombatWeapon*) */
undefined4 __thiscall CCSPlayer::Weapon_CanUse(CCSPlayer *this,CBaseCombatWeapon *param_1)
{
CWeaponCSBase *this_00;
int iVar1;
if (param_1 != (CBaseCombatWeapon *)0x0) {
this_00 = (CWeaponCSBase *)
__dynamic_cast(param_1,&CBaseCombatWeapon::typeinfo,&CWeaponCSBase::typeinfo,0);
if (this_00 != (CWeaponCSBase *)0x0) {
iVar1 = CWeaponCSBase::GetCSWpnData(this_00);
if (*(int *)(iVar1 + 0x894) == 6) {
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (iVar1 != 2) {
return 0;
}
}
}
}
return 1;
}
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.