CDirectorItemManager::AreCSWeaponsAllowed
0x008a4a60 · 53 bytes · __cdecl
_ZN20CDirectorItemManager19AreCSWeaponsAllowedEv
Decompiled
undefined (0 params)
/* CDirectorItemManager::AreCSWeaponsAllowed() */
bool CDirectorItemManager::AreCSWeaponsAllowed(void)
{
KeyValues *this;
int iVar1;
bool bVar2;
this = (KeyValues *)CTerrorGameRules::GetMissionInfo();
bVar2 = true;
if (this != (KeyValues *)0x0) {
iVar1 = KeyValues::GetInt(this,"no_cs_weapons",0);
bVar2 = iVar1 == 0;
}
return bVar2;
}
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.