CCSPlayer::Weapon_Switch
0x006605a0 · 59 bytes · __thiscall
_ZN9CCSPlayer13Weapon_SwitchEP17CBaseCombatWeaponi
Decompiled
undefined (3 params)
/* CCSPlayer::Weapon_Switch(CBaseCombatWeapon*, int) */
undefined4 __thiscall
CCSPlayer::Weapon_Switch(CCSPlayer *this,CBaseCombatWeapon *param_1,int param_2)
{
undefined4 uVar1;
uVar1 = CBasePlayer::Weapon_Switch((CBasePlayer *)this,param_1,param_2);
if ((char)uVar1 != '\0') {
(**(code **)(*(int *)this + 0x81c))(this);
}
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.