L L4D2node

CDirectorItemManager::IsMeleeWeaponAllowedToExist

0x008a4b70 · 83 bytes · __thiscall

_ZN20CDirectorItemManager27IsMeleeWeaponAllowedToExistEPKc

Decompiled

undefined (2 params)

/* CDirectorItemManager::IsMeleeWeaponAllowedToExist(char const*) */

undefined4 __thiscall
CDirectorItemManager::IsMeleeWeaponAllowedToExist(CDirectorItemManager *this,char *param_1)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = (**(code **)(*engine + 500))(engine);
  if ((char)uVar1 != '\0') {
    return uVar1;
  }
  iVar2 = V_strncmp(param_1,"knife",5);
  if (iVar2 == 0) {
    uVar1 = AreCSWeaponsAllowed();
    if ((char)uVar1 == '\0') {
      return uVar1;
    }
  }
  return 1;
}

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)