L L4D2node

CDirectorItemManager::L4D1SurvivorCanGiveItem

0x008a4be0 · 55 bytes · __thiscall

_ZN20CDirectorItemManager23L4D1SurvivorCanGiveItemE10CSWeaponID

Decompiled

undefined (2 params)

/* CDirectorItemManager::L4D1SurvivorCanGiveItem(CSWeaponID) */

CDirectorItemManager __thiscall
CDirectorItemManager::L4D1SurvivorCanGiveItem(CDirectorItemManager *this,int param_2)

{
  if ((1 < param_2 - 0x14U) && (param_2 != 0x25)) {
    if (param_2 != 0x18) {
      return (CDirectorItemManager)0x1;
    }
    return this[0x465];
  }
  return this[0x464];
}

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)