CCSPlayer::DropWeaponInSlot
0x00658c50 · 78 bytes · __thiscall
_ZN9CCSPlayer16DropWeaponInSlotEi
Decompiled
undefined (2 params)
/* CCSPlayer::DropWeaponInSlot(int) */
undefined4 __thiscall CCSPlayer::DropWeaponInSlot(CCSPlayer *this,int param_1)
{
CBaseCombatWeapon *pCVar1;
undefined4 uVar2;
pCVar1 = (CBaseCombatWeapon *)(**(code **)(*(int *)this + 0x484))(this,param_1);
uVar2 = 0;
if (pCVar1 != (CBaseCombatWeapon *)0x0) {
uVar2 = CSWeaponDrop(this,pCVar1,false,false,(Vector *)0x0);
}
return uVar2;
}
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.