CWeaponChainsawSpawn::GiveItem
0x008d65e0 · 92 bytes · __thiscall
_ZN20CWeaponChainsawSpawn8GiveItemEP13CTerrorPlayerPKc
Decompiled
undefined (3 params)
/* CWeaponChainsawSpawn::GiveItem(CTerrorPlayer*, char const*) */
undefined4 __thiscall
CWeaponChainsawSpawn::GiveItem(CWeaponChainsawSpawn *this,CTerrorPlayer *param_1,char *param_2)
{
char cVar1;
undefined4 uVar2;
uVar2 = (**(code **)(*(int *)this + 0x3cc))(this);
cVar1 = CTerrorPlayer::CanUseWeapon(param_1,uVar2);
uVar2 = 0;
if (cVar1 != '\0') {
uVar2 = (**(code **)(*(int *)param_1 + 0x6c0))(param_1,param_2,0,1,0);
}
return uVar2;
}
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.