L L4D2node

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 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)