CDirectorItemManager::IsWeaponAllowedToExist
0x008a4aa0 · 194 bytes · __thiscall
_ZN20CDirectorItemManager22IsWeaponAllowedToExistE10CSWeaponIDb
Decompiled
undefined (3 params)
/* CDirectorItemManager::IsWeaponAllowedToExist(CSWeaponID, bool) */
bool __thiscall
CDirectorItemManager::IsWeaponAllowedToExist(undefined4 this,int param_2,char param_3)
{
char cVar1;
KeyValues *this_00;
int iVar2;
longdouble lVar3;
cVar1 = (**(code **)(*engine + 500))(engine);
if (cVar1 == '\0') {
if (param_2 == 0x1c) {
cVar1 = (**(code **)(*engine + 500))(engine);
if ((cVar1 != '\0') &&
(this_00 = (KeyValues *)CTerrorGameRules::GetMissionInfo(), this_00 != (KeyValues *)0x0)) {
iVar2 = KeyValues::GetInt(this_00,"allow_cola",0);
return iVar2 != 0;
}
}
else if ((0x1b < param_2) && (param_2 - 0x21U < 4)) {
cVar1 = AreCSWeaponsAllowed();
if (cVar1 == '\0') {
return false;
}
if (param_3 == '\0') {
lVar3 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0,0x3f800000);
return (float)lVar3 < *(float *)(director_cs_weapon_spawn_chance._28_4_ + 0x2c) ||
(float)lVar3 == *(float *)(director_cs_weapon_spawn_chance._28_4_ + 0x2c);
}
}
}
return true;
}
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.