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 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.