CTerrorPlayer::Weapon_Equip
0x009d6350 · 224 bytes · __thiscall
_ZN13CTerrorPlayer12Weapon_EquipEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CTerrorPlayer::Weapon_Equip(CBaseCombatWeapon*) */
void __thiscall CTerrorPlayer::Weapon_Equip(CTerrorPlayer *this,CBaseCombatWeapon *param_1)
{
char cVar1;
uint uVar2;
CBaseCombatWeapon *pCVar3;
CTerrorPlayer *pCVar4;
cVar1 = (**(code **)(*(int *)this + 300))(this);
if (cVar1 != '\0') {
uVar2 = (**(code **)(*(int *)param_1 + 0x530))(param_1);
pCVar3 = (CBaseCombatWeapon *)(**(code **)(*(int *)this + 0x484))(this,uVar2);
if (pCVar3 != (CBaseCombatWeapon *)0x0) {
CCSPlayer::CSWeaponDrop((CCSPlayer *)this,pCVar3,false,true,(Vector *)0x0);
}
CCollisionProperty::SetSolidFlags((CCollisionProperty *)(param_1 + 0x194),4);
(**(code **)(*(int *)param_1 + 0x50))(param_1,this);
CBasePlayer::Weapon_Equip((CBasePlayer *)this,param_1);
pCVar4 = (CTerrorPlayer *)CBaseCombatWeapon::GetOwner(param_1);
if ((this == pCVar4) && (((byte)param_1[0x14c] & 1) == 0)) {
OnWeaponPickedUp(this,param_1);
}
if (uVar2 < 2) {
(**(code **)(*(int *)this + 0x474))(this,param_1,0);
}
}
return;
}
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.