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 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.