L L4D2node

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 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)