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 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.