CStripWeapons::StripWeapons
0x007b37f0 · 100 bytes · __cdecl
_ZN13CStripWeapons12StripWeaponsER11inputdata_tb
Decompiled
undefined (2 params)
/* CStripWeapons::StripWeapons(inputdata_t&, bool) */
void CStripWeapons::StripWeapons(inputdata_t *param_1,bool param_2)
{
int *piVar1;
char cVar2;
undefined3 in_stack_00000009;
piVar1 = (int *)*_param_2;
if ((piVar1 == (int *)0x0) || (cVar2 = (**(code **)(*piVar1 + 0x16c))(piVar1), cVar2 == '\0')) {
cVar2 = (**(code **)(*g_pGameRules + 0xd0))(g_pGameRules);
if (cVar2 != '\0') {
return;
}
_param_2 = (int *)UTIL_GetLocalPlayer();
}
else {
_param_2 = (int *)*_param_2;
}
if (_param_2 == (int *)0x0) {
return;
}
/* WARNING: Could not recover jumptable at 0x007b3830. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*_param_2 + 0x5c4))();
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.