L L4D2node

CWeaponSpawn::ObjectCaps

0x008d5f90 · 32 bytes · __thiscall

_ZN12CWeaponSpawn10ObjectCapsEv

Decompiled

undefined (1 param)

/* CWeaponSpawn::ObjectCaps() */

int __thiscall CWeaponSpawn::ObjectCaps(CWeaponSpawn *this)

{
  return (-(uint)((*(uint *)(this + 0xd4) & 0x20) == 0) & 0x212) + 0x40000000;
}

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)