L L4D2node

CBaseCombatWeapon::AttemptToMaterialize

0x005fdd60 · 103 bytes · __thiscall

_ZN17CBaseCombatWeapon20AttemptToMaterializeEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::AttemptToMaterialize() */

void __thiscall CBaseCombatWeapon::AttemptToMaterialize(CBaseCombatWeapon *this)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)(**(code **)(*g_pGameRules + 0x158))(g_pGameRules,this);
  if ((float)lVar1 != 0.0) {
    CBaseEntity::SetNextThink
              ((CBaseEntity *)this,(float)lVar1 + *(float *)(gpGlobals + 0xc),(char *)0x0);
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x005fddc8. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x5ac))();
  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)