L L4D2node

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 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)