CTerrorPlayer::Weapon_CanUse
0x00995ab0 · 306 bytes · __thiscall
_ZN13CTerrorPlayer13Weapon_CanUseEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CTerrorPlayer::Weapon_CanUse(CBaseCombatWeapon*) */
bool __thiscall CTerrorPlayer::Weapon_CanUse(CTerrorPlayer *this,CBaseCombatWeapon *param_1)
{
int iVar1;
char cVar2;
undefined1 uVar3;
int *piVar4;
undefined4 uVar5;
int iVar6;
if (param_1 != (CBaseCombatWeapon *)0x0) {
piVar4 = (int *)__dynamic_cast(param_1,&CBaseCombatWeapon::typeinfo,&CWeaponCSBase::typeinfo,0);
if (piVar4 != (int *)0x0) {
uVar5 = (**(code **)(*piVar4 + 0x638))(piVar4);
cVar2 = CanUseWeapon(this,uVar5);
if (cVar2 != '\0') {
uVar3 = (**(code **)(*piVar4 + 0x670))(piVar4);
iVar6 = piVar4[0x53f];
iVar1 = piVar4[0x508];
uVar5 = (**(code **)(*piVar4 + 0x638))(piVar4);
iVar6 = GetUseTypeForWeapon(this,uVar5,iVar1,iVar6,0,uVar3);
if (iVar6 != 0) goto LAB_00995b79;
}
return false;
}
}
LAB_00995b79:
iVar6 = GetActiveTerrorWeapon(this);
if (iVar6 != 0) {
piVar4 = (int *)GetActiveTerrorWeapon(this);
iVar6 = (**(code **)(*piVar4 + 0x638))(piVar4);
if (iVar6 == 0x14) {
iVar6 = GetActiveTerrorWeapon(this);
if (iVar6 == 0) {
iVar6 = 0;
}
else {
iVar6 = __dynamic_cast(iVar6,&CTerrorWeapon::typeinfo,&CChainsaw::typeinfo,0);
}
return *(int *)(iVar6 + 0x17e0) != 3;
}
}
return true;
}
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.