SpawnNameToWeaponID
0x0043f970 · 72 bytes · __cdecl
_Z19SpawnNameToWeaponIDPKc
Decompiled
undefined (1 param)
/* SpawnNameToWeaponID(char const*) */
int SpawnNameToWeaponID(char *param_1)
{
char *pcVar1;
char *pcVar2;
int iVar3;
int iVar4;
pcVar2 = "weapon_none";
iVar4 = 0;
pcVar1 = param_1;
while( true ) {
if (pcVar1 == (char *)0x0) {
return 0;
}
iVar3 = _V_stricmp(param_1,pcVar2);
if (iVar3 == 0) break;
iVar4 = iVar4 + 1;
pcVar2 = *(char **)(WeaponSpawnNames + iVar4 * 4);
pcVar1 = pcVar2;
}
return iVar4;
}
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.