L L4D2node

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 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)