L L4D2node

NextBotPlayer<CTerrorPlayer>::Weapon_Equip

0x00949b60 · 72 bytes · __thiscall

_ZN13NextBotPlayerI13CTerrorPlayerE12Weapon_EquipEP17CBaseCombatWeapon

Decompiled

undefined (2 params)

/* NextBotPlayer<CTerrorPlayer>::Weapon_Equip(CBaseCombatWeapon*) */

void __thiscall
NextBotPlayer<CTerrorPlayer>::Weapon_Equip
          (NextBotPlayer<CTerrorPlayer> *this,CBaseCombatWeapon *param_1)

{
  code *pcVar1;
  undefined4 uVar2;
  
  pcVar1 = *(code **)(*(int *)(this + 0x4028) + 0x6c);
  uVar2 = (**(code **)(*(int *)param_1 + 0x5e0))(param_1);
  (*pcVar1)(this + 0x4028,param_1,uVar2);
  CTerrorPlayer::Weapon_Equip((CTerrorPlayer *)this,param_1);
  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)