CTerrorPlayer::DropWeapons
0x00995ca0 · 171 bytes · __cdecl
_ZN13CTerrorPlayer11DropWeaponsEb
Decompiled
undefined (1 param)
/* CTerrorPlayer::DropWeapons(bool) */
void CTerrorPlayer::DropWeapons(bool param_1)
{
uint uVar1;
CBaseCombatWeapon *this;
int iVar2;
undefined *puVar3;
int iVar4;
undefined3 in_stack_00000005;
iVar4 = 0;
iVar2 = CBaseEntity::GetTeamNumber(_param_1);
if (iVar2 == 3) {
return;
}
do {
while ((((uVar1 = *(uint *)(_param_1 + iVar4 * 4 + 0x18f4), uVar1 == 0xffffffff ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) ||
(this = *(CBaseCombatWeapon **)(puVar3 + 4), this == (CBaseCombatWeapon *)0x0))) {
LAB_00995cc0:
iVar4 = iVar4 + 1;
if (iVar4 == 0x38) {
return;
}
}
iVar2 = (**(code **)(*(int *)this + 0x530))(this);
if (iVar2 != 1) {
CCSPlayer::CSWeaponDrop((CCSPlayer *)_param_1,this,true,false,(Vector *)0x0);
goto LAB_00995cc0;
}
iVar4 = iVar4 + 1;
CBaseCombatWeapon::DestroyItem(this);
if (iVar4 == 0x38) {
return;
}
} while( 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.