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 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.