CBasePlayer::HasWeapons
0x007aff60 · 91 bytes · __thiscall
_ZN11CBasePlayer10HasWeaponsEv
Decompiled
undefined (1 param)
/* CBasePlayer::HasWeapons() */
undefined4 __thiscall CBasePlayer::HasWeapons(CBasePlayer *this)
{
uint uVar1;
int iVar2;
undefined *puVar3;
iVar2 = 0;
while ((((uVar1 = *(uint *)(this + iVar2 * 4 + 0x18f4), uVar1 == 0xffffffff ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0))) {
iVar2 = iVar2 + 1;
if (iVar2 == 0x38) {
return 0;
}
}
return 1;
}
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.