L L4D2node

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 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)