CSingleplayRules::VecWeaponRespawnSpot
0x004b1bc0 · 68 bytes · __cdecl
_ZN16CSingleplayRules20VecWeaponRespawnSpotEP17CBaseCombatWeapon
Decompiled
undefined (1 param)
/* CSingleplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon*) */
CBaseCombatWeapon * CSingleplayRules::VecWeaponRespawnSpot(CBaseCombatWeapon *param_1)
{
CBaseEntity *in_stack_0000000c;
if (((byte)in_stack_0000000c[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(in_stack_0000000c);
}
*(undefined4 *)param_1 = *(undefined4 *)(in_stack_0000000c + 0x2e0);
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(in_stack_0000000c + 0x2e4);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(in_stack_0000000c + 0x2e8);
return param_1;
}
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.