CTerrorPlayer::Weapon_CanSwitchTo
0x009de400 · 67 bytes · __thiscall
_ZN13CTerrorPlayer18Weapon_CanSwitchToEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CTerrorPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon*) */
undefined4 __thiscall
CTerrorPlayer::Weapon_CanSwitchTo(CTerrorPlayer *this,CBaseCombatWeapon *param_1)
{
char cVar1;
int *piVar2;
undefined4 uVar3;
piVar2 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (piVar2 != (int *)0x0) {
cVar1 = (**(code **)(*piVar2 + 0x43c))(piVar2);
if (cVar1 == '\0') {
return 0;
}
}
uVar3 = CCSPlayer::Weapon_CanSwitchTo((CCSPlayer *)this,param_1);
return uVar3;
}
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.