CMultiplayRules::FlWeaponTryRespawn
0x0046ed00 · 104 bytes · __thiscall
_ZN15CMultiplayRules18FlWeaponTryRespawnEP17CBaseCombatWeapon
Decompiled
undefined (2 params)
/* CMultiplayRules::FlWeaponTryRespawn(CBaseCombatWeapon*) */
longdouble __thiscall
CMultiplayRules::FlWeaponTryRespawn(CMultiplayRules *this,CBaseCombatWeapon *param_1)
{
uint uVar1;
int iVar2;
longdouble lVar3;
if (((param_1 != (CBaseCombatWeapon *)0x0) &&
(uVar1 = (**(code **)(*(int *)param_1 + 0x52c))(param_1), (uVar1 & 8) != 0)) &&
(iVar2 = CGlobalEntityList::NumberOfEntities((CGlobalEntityList *)gEntList),
*(int *)(gpGlobals + 0x50) + -100 <= iVar2)) {
/* WARNING: Could not recover jumptable at 0x0046ed6b. Too many branches */
/* WARNING: Treating indirect jump as call */
lVar3 = (longdouble)(**(code **)(*(int *)this + 0x154))();
return lVar3;
}
return (longdouble)0.0;
}
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.