L L4D2node

CWeaponSpawn::WeaponSpawnVisibilityMonitorCallback

0x008d6250 · 363 bytes · __cdecl

_ZN12CWeaponSpawn36WeaponSpawnVisibilityMonitorCallbackEP11CBaseEntityP11CBasePlayer

Decompiled

undefined (2 params)

/* CWeaponSpawn::WeaponSpawnVisibilityMonitorCallback(CBaseEntity*, CBasePlayer*) */

undefined4
CWeaponSpawn::WeaponSpawnVisibilityMonitorCallback(CBaseEntity *param_1,CBasePlayer *param_2)

{
  code *pcVar1;
  int *piVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  
  if (param_1 == (CBaseEntity *)0x0) {
    (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"weapon_spawn_visible",0,0);
    return 0;
  }
  piVar2 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&typeinfo,0);
  piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                            (gameeventmanager,"weapon_spawn_visible",0,0);
  if ((piVar2 != (int *)0x0) && (piVar3 != (int *)0x0)) {
    pcVar1 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
    (*pcVar1)(piVar3,"userid",uVar4);
    if (*(int *)(param_1 + 0x30) == 0) {
      iVar5 = 0;
    }
    else {
      iVar5 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    (**(code **)(*piVar3 + 0x30))(piVar3,"subject",iVar5);
    pcVar1 = *(code **)(*piVar3 + 0x3c);
    uVar4 = (**(code **)(*piVar2 + 1000))(piVar2);
    (*pcVar1)(piVar3,"weaponname",uVar4);
    pcVar1 = *(code **)(*piVar3 + 0x3c);
    uVar4 = (**(code **)(*piVar2 + 0x3ec))(piVar2);
    (*pcVar1)(piVar3,"subtype",uVar4);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
    return 0;
  }
  return 0;
}

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)