L L4D2node

SurvivorBot::Weapon_Switch

0x00937f10 · 111 bytes · __thiscall

_ZN11SurvivorBot13Weapon_SwitchEP17CBaseCombatWeaponi

Decompiled

undefined (3 params)

/* SurvivorBot::Weapon_Switch(CBaseCombatWeapon*, int) */

void __thiscall SurvivorBot::Weapon_Switch(SurvivorBot *this,CBaseCombatWeapon *param_1,int param_2)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)IntervalTimer::Now();
  if ((float)lVar1 != *(float *)(this + 0x1ab98)) {
    (**(code **)(*(int *)(this + 0x1ab94) + 4))(this + 0x1ab94,this + 0x1ab98);
    *(float *)(this + 0x1ab98) = (float)lVar1;
  }
  CCSPlayer::Weapon_Switch((CCSPlayer *)this,param_1,param_2);
  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)