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 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.