L L4D2node

SurvivorBot::EquipWeapon

0x0093a6d0 · 130 bytes · __thiscall

_ZN11SurvivorBot11EquipWeaponEv

Decompiled

undefined (1 param)

/* SurvivorBot::EquipWeapon() */

void __thiscall SurvivorBot::EquipWeapon(SurvivorBot *this)

{
  char cVar1;
  int *piVar2;
  undefined4 uVar3;
  
  piVar2 = (int *)(**(code **)(*(int *)this + 0x484))(this,0);
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x3c8))(piVar2);
    if (cVar1 != '\0') {
      (**(code **)(*(int *)this + 0x474))(this,piVar2,0);
      return;
    }
  }
  uVar3 = (**(code **)(*(int *)this + 0x484))(this,1);
  (**(code **)(*(int *)this + 0x474))(this,uVar3,0);
  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)