L L4D2node

CBasePlayer::Weapon_Equip

0x007bfc60 · 84 bytes · __thiscall

_ZN11CBasePlayer12Weapon_EquipEP17CBaseCombatWeapon

Decompiled

undefined (2 params)

/* CBasePlayer::Weapon_Equip(CBaseCombatWeapon*) */

void __thiscall CBasePlayer::Weapon_Equip(CBasePlayer *this,CBaseCombatWeapon *param_1)

{
  char cVar1;
  
  CBaseCombatCharacter::Weapon_Equip((CBaseCombatCharacter *)this,param_1);
  cVar1 = (**(code **)(*g_pGameRules + 0xcc))(g_pGameRules,this,param_1);
  if (cVar1 != '\0') {
    (**(code **)(*(int *)this + 0x474))(this,param_1,0);
  }
  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)