L L4D2node

CMultiplayRules::FlWeaponRespawnTime

0x0046e410 · 85 bytes · __thiscall

_ZN15CMultiplayRules19FlWeaponRespawnTimeEP17CBaseCombatWeapon

Decompiled

undefined (2 params)

/* CMultiplayRules::FlWeaponRespawnTime(CBaseCombatWeapon*) */

longdouble __thiscall
CMultiplayRules::FlWeaponRespawnTime(CMultiplayRules *this,CBaseCombatWeapon *param_1)

{
  uint uVar1;
  
  if (0 < *(int *)(weaponstay._28_4_ + 0x30)) {
    uVar1 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
    if ((uVar1 & 8) == 0) {
      return (longdouble)*(float *)(gpGlobals + 0xc);
    }
  }
  return (longdouble)(*(float *)(gpGlobals + 0xc) + 20.0);
}

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)