CPlayerInfo::GetWeaponName
0x007a73c0 · 42 bytes · __thiscall
_ZN11CPlayerInfo13GetWeaponNameEv
Decompiled
undefined (1 param)
/* CPlayerInfo::GetWeaponName() */
undefined4 __thiscall CPlayerInfo::GetWeaponName(CPlayerInfo *this)
{
int *piVar1;
undefined4 uVar2;
piVar1 = (int *)CBaseCombatCharacter::GetActiveWeapon(*(CBaseCombatCharacter **)(this + 8));
if (piVar1 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x007a73e4. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar2 = (**(code **)(*piVar1 + 0x538))();
return uVar2;
}
return 0;
}
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.