L L4D2node

CWeaponCSBase::CanWeaponBeAbsorbedBySpawn

0x0043f140 · 77 bytes · __thiscall

_ZNK13CWeaponCSBase26CanWeaponBeAbsorbedBySpawnEv

Decompiled

undefined (1 param)

/* CWeaponCSBase::CanWeaponBeAbsorbedBySpawn() const */

undefined4 __thiscall CWeaponCSBase::CanWeaponBeAbsorbedBySpawn(CWeaponCSBase *this)

{
  int iVar1;
  
  iVar1 = (**(code **)(*(int *)this + 0x530))(this);
  if (iVar1 != 0) {
    iVar1 = (**(code **)(*(int *)this + 0x530))(this);
    if (iVar1 != 2) {
      iVar1 = CBaseCombatWeapon::GetWpnData((CBaseCombatWeapon *)this);
      return CONCAT31((int3)((uint)*(int *)(iVar1 + 0x894) >> 8),*(int *)(iVar1 + 0x894) == 0);
    }
  }
  return 1;
}

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)