CTerrorPlayer::OwnsWeaponOfType
0x009ac060 · 159 bytes · __thiscall
_ZNK13CTerrorPlayer16OwnsWeaponOfTypeE12CSWeaponType
Decompiled
undefined (2 params)
/* CTerrorPlayer::OwnsWeaponOfType(CSWeaponType) const */
undefined4 __thiscall CTerrorPlayer::OwnsWeaponOfType(CTerrorPlayer *this,int param_2)
{
uint uVar1;
CWeaponCSBase *this_00;
int iVar2;
undefined *puVar3;
int iVar4;
iVar4 = 0;
do {
uVar1 = *(uint *)(this + iVar4 * 4 + 0x18f4);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
this_00 = (CWeaponCSBase *)
__dynamic_cast(*(int *)(puVar3 + 4),&CBaseCombatWeapon::typeinfo,
&CWeaponCSBase::typeinfo,0);
if (this_00 != (CWeaponCSBase *)0x0) {
iVar2 = CWeaponCSBase::GetCSWpnData(this_00);
if (*(int *)(iVar2 + 0x894) == param_2) {
return 1;
}
}
}
iVar4 = iVar4 + 1;
} while (iVar4 != 0x38);
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.