CBasePlayer::PlayerHoldingEntity
0x009a5ea0 · 110 bytes · __cdecl
_ZN11CBasePlayer19PlayerHoldingEntityEP11CBaseEntity
Decompiled
undefined (1 param)
/* CBasePlayer::PlayerHoldingEntity(CBaseEntity*) */
int * CBasePlayer::PlayerHoldingEntity(CBaseEntity *param_1)
{
char cVar1;
int *piVar2;
int iVar3;
iVar3 = 0;
if (*(int *)(gpGlobals + 0x14) < 2) {
piVar2 = (int *)UTIL_GetLocalPlayer();
return piVar2;
}
while( true ) {
iVar3 = iVar3 + 1;
piVar2 = (int *)UTIL_PlayerByIndex(iVar3);
if ((piVar2 != (int *)0x0) &&
(cVar1 = (**(code **)(*piVar2 + 0x6f8))(piVar2,param_1), cVar1 != '\0')) break;
if (*(int *)(gpGlobals + 0x14) <= iVar3) {
return (int *)0x0;
}
}
return piVar2;
}
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.