L L4D2node

CMeleeWeaponInfoStore::GetMeleeWeaponInfo

0x00544a70 · 61 bytes · __thiscall

_ZN21CMeleeWeaponInfoStore18GetMeleeWeaponInfoEi

Decompiled

undefined (2 params)

/* CMeleeWeaponInfoStore::GetMeleeWeaponInfo(int) */

undefined4 __thiscall
CMeleeWeaponInfoStore::GetMeleeWeaponInfo(CMeleeWeaponInfoStore *this,int param_1)

{
  int iVar1;
  undefined4 uVar2;
  int local_14 [3];
  
  local_14[0] = param_1;
  iVar1 = CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
          ::Find((CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
                  *)(this + 0xc),(Node_t *)local_14);
  if (iVar1 == -1) {
    uVar2 = 0;
  }
  else {
    uVar2 = *(undefined4 *)(*(int *)(this + 0x10) + iVar1 * 0x18 + 0x14);
  }
  return uVar2;
}

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)