L L4D2node

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 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)