L L4D2node

CBaseCombatWeapon::CheckRespawn

0x005fefa0 · 59 bytes · __thiscall

_ZN17CBaseCombatWeapon12CheckRespawnEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::CheckRespawn() */

void __thiscall CBaseCombatWeapon::CheckRespawn(CBaseCombatWeapon *this)

{
  int iVar1;
  
  iVar1 = (**(code **)(*g_pGameRules + 0x150))(g_pGameRules,this);
  if (iVar1 != 1) {
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x005fefe0. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 500))();
  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)