L L4D2node

CCSPlayer::GetCSWeapon

0x00657420 · 113 bytes · __thiscall

_ZNK9CCSPlayer11GetCSWeaponEi

Decompiled

undefined (2 params)

/* CCSPlayer::GetCSWeapon(int) const */

int * __thiscall CCSPlayer::GetCSWeapon(CCSPlayer *this,int param_1)

{
  uint uVar1;
  int *piVar2;
  int iVar3;
  undefined *puVar4;
  int iVar5;
  
  iVar5 = 0;
  do {
    uVar1 = *(uint *)(this + iVar5 * 4 + 0x18f4);
    if ((((uVar1 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
       (piVar2 = *(int **)(puVar4 + 4), piVar2 != (int *)0x0)) {
      iVar3 = (**(code **)(*piVar2 + 0x638))(piVar2);
      if (iVar3 == param_1) {
        return piVar2;
      }
    }
    iVar5 = iVar5 + 1;
  } while (iVar5 != 0x38);
  return (int *)0x0;
}

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)