CBasePlayer::Weapon_DropSlot
0x007b3390 · 154 bytes · __thiscall
_ZN11CBasePlayer15Weapon_DropSlotEi
Decompiled
undefined (2 params)
/* CBasePlayer::Weapon_DropSlot(int) */
void __thiscall CBasePlayer::Weapon_DropSlot(CBasePlayer *this,int param_1)
{
uint uVar1;
int *piVar2;
int iVar3;
undefined *puVar4;
CBasePlayer *pCVar5;
pCVar5 = this + 0x18f4;
do {
while ((((uVar1 = *(uint *)pCVar5, uVar1 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
((piVar2 = *(int **)(puVar4 + 4), piVar2 == (int *)0x0 ||
(iVar3 = (**(code **)(*piVar2 + 0x530))(piVar2), iVar3 != param_1))))) {
pCVar5 = pCVar5 + 4;
if (pCVar5 == this + 0x19d4) {
return;
}
}
pCVar5 = pCVar5 + 4;
(**(code **)(*(int *)this + 0x470))(this,piVar2,0,0);
} while (pCVar5 != this + 0x19d4);
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.