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Available out of the box. Usable from Lua in the unmodified game.

PlayerWMDs

3 methods. Symbol/current columns are function addresses (RVA) of the native wrapper.

Community reference for this object: PlayerWMDs (Sukrit Tan, external).

Signatures are recovered from the game code. ⚠ = partly understood (arguments may be missing or approximate). ? after a name = optional argument. Types: integer/number are Lua numbers, enum-typed arguments show the C++ type in brackets. Two signatures mean the method is registered separately for the UI and the gameplay state and each wrapper was decoded on its own. "same code as" in the Symbol column means the compiler merged identical functions: those methods share one wrapper and cannot be told apart by address.

Method Signature Where Reference Symbol Current
CanDeployWMD UI state: PlayerWMDs:CanDeployWMD(eWMD?: number) → boolean
gameplay state: PlayerWMDs:CanDeployWMD(eWMD: number/string[WMDTypes]) → boolean
✓ exists at runtime (not called)
ui-cache, gameplay yes ↗ 0x6b7e80 0x6b8400
ChangeWeaponCount PlayerWMDs:ChangeWeaponCount(eWMD: number/string[WMDTypes], iDelta?: number) (or nothing)
args: eWMD — Index of a row of the WMDs table (the value of GameInfo.WMDs[...].Index).; iDelta — A number. (inferred)
gameplay yes ↗ 0x6f9760 0x6f9ea0
GetWeaponCount UI state: PlayerWMDs:GetWeaponCount(arg1?: number) → number
gameplay state: PlayerWMDs:GetWeaponCount(eWMD: number/string[WMDTypes]) → number
✓ exists at runtime (not called)
returns: A count or amount (the scripts name the result count / num / amount). (inferred)
ui-cache, gameplay yes ↗ 0x6b7f40 0x6b84c0