L L4D2node

CreateWeaponManager

0x006d1820 · 98 bytes · __cdecl

_Z19CreateWeaponManagerPKci

Decompiled

undefined (2 params)

/* CreateWeaponManager(char const*, int) */

void CreateWeaponManager(char *param_1,int param_2)

{
  CBaseEntity *pCVar1;
  char *pcVar2;
  
  pCVar1 = (CBaseEntity *)CreateEntityByName("game_weapon_manager",-1,true);
  if (pCVar1 != (CBaseEntity *)0x0) {
    pcVar2 = (char *)0x0;
    if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
      pcVar2 = param_1;
    }
    *(char **)(pCVar1 + 0x440) = pcVar2;
    *(int *)(pCVar1 + 0x444) = param_2;
    DispatchSpawn(pCVar1,true);
    return;
  }
  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)