CCSPlayer::Weapon_CanSwitchTo
0x006512a0 · 79 bytes · __thiscall
_ZN9CCSPlayer18Weapon_CanSwitchToEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CCSPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*) */
undefined4 __thiscall CCSPlayer::Weapon_CanSwitchTo(CCSPlayer *this,CBaseCombatWeapon *param_1)
{
undefined4 uVar1;
int iVar2;
int *piVar3;
uVar1 = (**(code **)(*(int *)param_1 + 0x420))(param_1);
if ((char)uVar1 != '\0') {
iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (iVar2 != 0) {
piVar3 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
/* WARNING: Could not recover jumptable at 0x006512f5. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar1 = (**(code **)(*piVar3 + 0x418))();
return uVar1;
}
}
return uVar1;
}
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.