L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)