CStripWeapons::InputStripWeaponByClassname
0x007a8170 · 290 bytes · __thiscall
_ZN13CStripWeapons27InputStripWeaponByClassnameER11inputdata_t
Decompiled
undefined (2 params)
/* CStripWeapons::InputStripWeaponByClassname(inputdata_t&) */
void __thiscall CStripWeapons::InputStripWeaponByClassname(CStripWeapons *this,inputdata_t *param_1)
{
int *piVar1;
uint uVar2;
CBaseEntity *pCVar3;
char cVar4;
char *pcVar5;
char *pcVar6;
int iVar7;
undefined *puVar8;
int iVar9;
CBaseCombatCharacter *local_24;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar5 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar5 = *(char **)(param_1 + 8);
}
}
else {
pcVar5 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
if (pcVar5 == (char *)0x0) {
return;
}
}
if (*pcVar5 != '\0') {
piVar1 = *(int **)param_1;
if ((piVar1 == (int *)0x0) || (cVar4 = (**(code **)(*piVar1 + 0x16c))(piVar1), cVar4 == '\0')) {
cVar4 = (**(code **)(*g_pGameRules + 0xd0))(g_pGameRules);
if (cVar4 != '\0') {
return;
}
local_24 = (CBaseCombatCharacter *)UTIL_GetLocalPlayer();
}
else {
local_24 = *(CBaseCombatCharacter **)param_1;
}
if (local_24 != (CBaseCombatCharacter *)0x0) {
iVar9 = 0;
do {
uVar2 = *(uint *)(local_24 + iVar9 * 4 + 0x18f4);
if ((((uVar2 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar8 + 8) == uVar2 >> 0xc)) &&
(pCVar3 = *(CBaseEntity **)(puVar8 + 4), pCVar3 != (CBaseEntity *)0x0)) {
pcVar6 = *(char **)(pCVar3 + 0x7c);
if (pcVar6 == (char *)0x0) {
pcVar6 = "";
}
iVar7 = _V_strcmp(pcVar6,pcVar5);
if (iVar7 == 0) {
CBaseCombatCharacter::Weapon_Detach(local_24,(CBaseCombatWeapon *)pCVar3);
UTIL_Remove(pCVar3);
return;
}
}
iVar9 = iVar9 + 1;
} while (iVar9 != 0x38);
}
}
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.