L L4D2node

CGameWeaponManager::Spawn

0x006d1640 · 223 bytes · __thiscall

_ZN18CGameWeaponManager5SpawnEv

Decompiled

undefined (1 param)

/* CGameWeaponManager::Spawn() */

void __thiscall CGameWeaponManager::Spawn(CGameWeaponManager *this)

{
  char *pcVar1;
  CGameWeaponManager *pCVar2;
  int iVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  undefined1 local_14 [8];
  
  uVar8 = 0;
  uVar7 = 0;
  uVar6 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0xe5);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  uVar5 = 1;
  pcVar1 = "";
  if (*(char **)(this + 0x440) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x440);
  }
  pCVar2 = (CGameWeaponManager *)CreateEntityByName(pcVar1,-1,true);
  if (pCVar2 == (CGameWeaponManager *)0x0) {
    uVar4 = CBaseEntity::GetDebugName((CBaseEntity *)this);
    DevMsg("%s removed itself!\n",uVar4,uVar5,uVar6,uVar7,uVar8);
  }
  else {
    iVar3 = __dynamic_cast(pCVar2,&CBaseEntity::typeinfo,&CBaseCombatWeapon::typeinfo,0);
    this[0x44c] = (CGameWeaponManager)(iVar3 != 0);
    this = pCVar2;
  }
  UTIL_Remove((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)