CCSPlayer::DropWeapon
0x00659080 · 85 bytes · __thiscall
_ZN9CCSPlayer10DropWeaponEP17CBaseCombatWeaponbP6Vector
Decompiled
undefined (4 params)
/* CCSPlayer::DropWeapon(CBaseCombatWeapon*, bool, Vector*) */
undefined4 __thiscall
CCSPlayer::DropWeapon(CCSPlayer *this,CBaseCombatWeapon *param_1,bool param_2,Vector *param_3)
{
CCSPlayer *this_00;
undefined4 uVar1;
this_00 = (CCSPlayer *)CBaseCombatWeapon::GetOwner(param_1);
if (this_00 != this) {
return 0;
}
uVar1 = CSWeaponDrop(this_00,param_1,false,param_2,param_3);
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.