L L4D2node

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 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)