CGamePlayerEquip::EquipPlayer
0x006f2ec0 · 177 bytes · __thiscall
_ZN16CGamePlayerEquip11EquipPlayerEP11CBaseEntity
Decompiled
undefined (2 params)
/* CGamePlayerEquip::EquipPlayer(CBaseEntity*) */
void __thiscall CGamePlayerEquip::EquipPlayer(CGamePlayerEquip *this,CBaseEntity *param_1)
{
char cVar1;
undefined1 *puVar2;
code *pcVar3;
int iVar4;
CGamePlayerEquip *pCVar5;
int local_20;
if ((param_1 != (CBaseEntity *)0x0) &&
(cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0')) {
local_20 = 0;
pCVar5 = this + 0x448;
do {
puVar2 = *(undefined1 **)pCVar5;
if (puVar2 == (undefined1 *)0x0) {
return;
}
if (0 < *(int *)(pCVar5 + 0x80)) {
iVar4 = 0;
pcVar3 = *(code **)(*(int *)param_1 + 0x6c0);
while( true ) {
iVar4 = iVar4 + 1;
(*pcVar3)(param_1,puVar2,0,1,0);
if (*(int *)(pCVar5 + 0x80) <= iVar4) break;
pcVar3 = *(code **)(*(int *)param_1 + 0x6c0);
puVar2 = *(undefined1 **)pCVar5;
if (puVar2 == (undefined1 *)0x0) {
puVar2 = &DAT_00d539c2;
}
}
}
local_20 = local_20 + 1;
pCVar5 = pCVar5 + 4;
} while (local_20 != 0x20);
}
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.