L L4D2node

GetWeaponInfo

0x0043f9d0 · 112 bytes · __cdecl

_Z13GetWeaponInfo10CSWeaponID

Decompiled

undefined (1 param)

/* GetWeaponInfo(CSWeaponID) */

undefined4 GetWeaponInfo(int param_1)

{
  ushort uVar1;
  undefined2 uVar2;
  ushort uVar3;
  undefined4 uVar4;
  int iVar5;
  
  if (param_1 != 0) {
    if (g_bWeaponHandlesInit == '\0') {
      g_bWeaponHandlesInit = '\x01';
      iVar5 = 0;
      do {
        uVar2 = LookupWeaponInfoSlot((&WeaponNames)[iVar5]);
        (&g_WeaponHandles)[iVar5] = uVar2;
        iVar5 = iVar5 + 1;
      } while (iVar5 != 0x38);
    }
    uVar1 = (&g_WeaponHandles)[param_1];
    uVar3 = GetInvalidWeaponInfoHandle();
    if (uVar1 != uVar3) {
      uVar4 = GetFileWeaponInfoFromHandle(uVar1);
      return uVar4;
    }
  }
  return 0;
}

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)