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 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.