L L4D2node

CPlayerInfo::SetActiveWeapon

0x007a8830 · 111 bytes · __thiscall

_ZN11CPlayerInfo15SetActiveWeaponEPKc

Decompiled

undefined (2 params)

/* CPlayerInfo::SetActiveWeapon(char const*) */

void __thiscall CPlayerInfo::SetActiveWeapon(CPlayerInfo *this,char *param_1)

{
  char cVar1;
  int iVar2;
  
  cVar1 = (**(code **)(**(int **)(this + 8) + 0x778))(*(int **)(this + 8));
  if (cVar1 != '\0') {
    iVar2 = CBaseCombatCharacter::Weapon_Create(*(CBaseCombatCharacter **)(this + 8),param_1);
    if (iVar2 != 0) {
      (**(code **)(**(int **)(this + 8) + 0x468))(*(int **)(this + 8),iVar2);
      (**(code **)(**(int **)(this + 8) + 0x474))(*(int **)(this + 8),iVar2,0);
      return;
    }
  }
  return;
}

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)