L L4D2node

CTerrorPlayer::DualWieldingFilter

0x009ad370 · 197 bytes · __cdecl

_ZN13CTerrorPlayer18DualWieldingFilterEP11CBaseEntityP11CBasePlayer

Decompiled

undefined (2 params)

/* CTerrorPlayer::DualWieldingFilter(CBaseEntity*, CBasePlayer*) */

uint CTerrorPlayer::DualWieldingFilter(CBaseEntity *param_1,CBasePlayer *param_2)

{
  char cVar1;
  int *piVar2;
  undefined4 uVar3;
  char *pcVar4;
  uint uVar5;
  
  if ((param_2 == (CBasePlayer *)0x0) ||
     (cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar1 == '\0')) {
    param_2 = (CBasePlayer *)0x0;
  }
  if (((param_1 != (CBaseEntity *)0x0) &&
      (piVar2 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CWeaponSpawn::typeinfo,0),
      piVar2 != (int *)0x0)) && (param_2 != (CBasePlayer *)0x0)) {
    uVar3 = (**(code **)(*piVar2 + 0x3cc))(piVar2);
    pcVar4 = (char *)WeaponIDToClassname(uVar3);
    if (pcVar4 == (char *)0x0) {
      return 1;
    }
    piVar2 = (int *)CBaseCombatCharacter::Weapon_OwnsThisType
                              ((CBaseCombatCharacter *)param_2,pcVar4,0);
    if (piVar2 == (int *)0x0) {
      return 1;
    }
    piVar2 = (int *)(**(code **)(*piVar2 + 0x500))(piVar2);
    if (piVar2 == (int *)0x0) {
      return 1;
    }
    cVar1 = (**(code **)(*piVar2 + 0x70c))(piVar2);
    if (cVar1 != '\0') {
      uVar5 = (**(code **)(*piVar2 + 0x674))(piVar2);
      return uVar5 ^ 1;
    }
  }
  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)