CBasePlayer::RemovePlayerItem
0x007b3290 · 239 bytes · __thiscall
_ZN11CBasePlayer16RemovePlayerItemEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CBasePlayer::RemovePlayerItem(CBaseCombatWeapon*) */
void __thiscall CBasePlayer::RemovePlayerItem(CBasePlayer *this,CBaseCombatWeapon *param_1)
{
uint uVar1;
CBaseCombatWeapon *pCVar2;
undefined *puVar3;
undefined1 local_24 [20];
pCVar2 = (CBaseCombatWeapon *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (pCVar2 == param_1) {
ResetAutoaim(this);
(**(code **)(*(int *)param_1 + 0x428))(param_1,0);
CBaseEntity::SetNextThink((CBaseEntity *)param_1,-1.0,(char *)0x0);
CBaseEntity::ThinkSet((_func_void *)local_24,(float)param_1,(char *)0x0);
}
uVar1 = *(uint *)(this + 0x2064);
if (((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
if (param_1 != (CBaseCombatWeapon *)0x0) goto LAB_007b32de;
}
else if (param_1 != *(CBaseCombatWeapon **)(puVar3 + 4)) goto LAB_007b32de;
(**(code **)(*(int *)this + 0x5cc))(this,0);
LAB_007b32de:
CBaseCombatCharacter::Weapon_Detach((CBaseCombatCharacter *)this,param_1);
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.