L L4D2node

CTerrorPlayer::IsWieldingWeaponOfType

0x00996440 · 47 bytes · __thiscall

_ZNK13CTerrorPlayer22IsWieldingWeaponOfTypeE12CSWeaponType

Decompiled

undefined (2 params)

/* CTerrorPlayer::IsWieldingWeaponOfType(CSWeaponType) const */

bool __thiscall CTerrorPlayer::IsWieldingWeaponOfType(CTerrorPlayer *this,int param_2)

{
  CWeaponCSBase *this_00;
  int iVar1;
  bool bVar2;
  
  this_00 = (CWeaponCSBase *)CCSPlayer::GetActiveCSWeapon((CCSPlayer *)this);
  bVar2 = false;
  if (this_00 != (CWeaponCSBase *)0x0) {
    iVar1 = CWeaponCSBase::GetCSWpnData(this_00);
    bVar2 = *(int *)(iVar1 + 0x894) == param_2;
  }
  return bVar2;
}

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)