CTerrorPlayer::ScriptSwitchToItem
0x009965a0 · 155 bytes · __thiscall
_ZN13CTerrorPlayer18ScriptSwitchToItemEPKc
Decompiled
undefined (2 params)
/* CTerrorPlayer::ScriptSwitchToItem(char const*) */
undefined4 __thiscall CTerrorPlayer::ScriptSwitchToItem(CTerrorPlayer *this,char *param_1)
{
char cVar1;
int iVar2;
int iVar3;
int *piVar4;
undefined4 uVar5;
if ((((param_1 != (char *)0x0) && (iVar2 = (**(code **)(*(int *)this + 0x648))(this), iVar2 == 0))
&& (iVar2 = CBaseCombatCharacter::Weapon_OwnsThisType((CBaseCombatCharacter *)this,param_1,0),
iVar2 != 0)) && (cVar1 = (**(code **)(*(int *)this + 0x5d4))(this,iVar2), cVar1 != '\0')) {
iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (iVar3 != 0) {
piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
cVar1 = (**(code **)(*piVar4 + 0x418))(piVar4);
if (cVar1 == '\0') {
return 0;
}
CBasePlayer::ResetAutoaim((CBasePlayer *)this);
}
uVar5 = (**(code **)(*(int *)this + 0x474))(this,iVar2,0);
return uVar5;
}
return 0;
}
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.