L L4D2node

CBaseCombatCharacter::Weapon_Create

0x005f45a0 · 45 bytes · __thiscall

_ZN20CBaseCombatCharacter13Weapon_CreateEPKc

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::Weapon_Create(char const*) */

void __thiscall CBaseCombatCharacter::Weapon_Create(CBaseCombatCharacter *this,char *param_1)

{
  CBaseEntity::Create(param_1,(Vector *)(this + 0x39c),(QAngle *)(this + 0x3a8),(CBaseEntity *)this)
  ;
  return;
}

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)