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 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.