CCSPlayer::Weapon_Equip
0x006605e0 · 314 bytes · __thiscall
_ZN9CCSPlayer12Weapon_EquipEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CCSPlayer::Weapon_Equip(CBaseCombatWeapon*) */
void __thiscall CCSPlayer::Weapon_Equip(CCSPlayer *this,CBaseCombatWeapon *param_1)
{
code *pcVar1;
CWeaponCSBase *this_00;
int iVar2;
undefined4 uVar3;
CBaseCombatWeapon *pCVar4;
char *pcVar5;
if (param_1 == (CBaseCombatWeapon *)0x0) goto LAB_0066069c;
this_00 = (CWeaponCSBase *)
__dynamic_cast(param_1,&CBaseCombatWeapon::typeinfo,&CWeaponCSBase::typeinfo,0);
if (this_00 == (CWeaponCSBase *)0x0) goto LAB_0066069c;
iVar2 = (**(code **)(*(int *)this_00 + 0x530))(this_00);
if (iVar2 == 0) {
LAB_00660630:
pcVar1 = *(code **)(*(int *)this + 0x484);
uVar3 = (**(code **)(*(int *)this_00 + 0x530))(this_00);
pCVar4 = (CBaseCombatWeapon *)(*pcVar1)(this,uVar3);
if (pCVar4 != (CBaseCombatWeapon *)0x0) {
CSWeaponDrop(this,pCVar4,false,true,(Vector *)0x0);
}
}
else {
iVar2 = (**(code **)(*(int *)this_00 + 0x530))(this_00);
if (iVar2 == 1) goto LAB_00660630;
iVar2 = CWeaponCSBase::GetCSWpnData(this_00);
if (*(int *)(iVar2 + 0x894) == 7) {
pcVar5 = "";
if (*(char **)(this_00 + 0x7c) != (char *)0x0) {
pcVar5 = *(char **)(this_00 + 0x7c);
}
iVar2 = CBaseCombatCharacter::Weapon_OwnsThisType((CBaseCombatCharacter *)this,pcVar5,0);
if (iVar2 != 0) {
(**(code **)(*(int *)this + 0x46c))(this,param_1);
UTIL_Remove((CBaseEntity *)this_00);
return;
}
}
}
CCollisionProperty::SetSolidFlags((CCollisionProperty *)(this_00 + 0x194),4);
(**(code **)(*(int *)this_00 + 0x50))(this_00,this);
LAB_0066069c:
CBasePlayer::Weapon_Equip((CBasePlayer *)this,param_1);
return;
}
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.