OnBaseCombatWeaponDestroyed
0x0040b500 · 33 bytes · __cdecl
_Z27OnBaseCombatWeaponDestroyedP17CBaseCombatWeapon
Decompiled
undefined (1 param)
/* OnBaseCombatWeaponDestroyed(CBaseCombatWeapon*) */
void OnBaseCombatWeaponDestroyed(CBaseCombatWeapon *param_1)
{
CBaseCombatWeapon *local_10 [3];
local_10[0] = param_1;
CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
::FindAndRemove((CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
*)(g_WeaponList + 0xc),local_10);
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.