CWeaponMeleeSpawn::ShouldAllowDuplicatePickup
0x008d6640 · 116 bytes · __thiscall
_ZN17CWeaponMeleeSpawn26ShouldAllowDuplicatePickupEP13CTerrorWeapon
Decompiled
undefined (2 params)
/* CWeaponMeleeSpawn::ShouldAllowDuplicatePickup(CTerrorWeapon*) */
bool __thiscall
CWeaponMeleeSpawn::ShouldAllowDuplicatePickup(CWeaponMeleeSpawn *this,CTerrorWeapon *param_1)
{
int *piVar1;
char *pcVar2;
char *pcVar3;
int iVar4;
if ((param_1 != (CTerrorWeapon *)0x0) &&
(piVar1 = (int *)__dynamic_cast(param_1,&CBaseCombatWeapon::typeinfo,
&CTerrorMeleeWeapon::typeinfo,0), piVar1 != (int *)0x0)) {
pcVar2 = (char *)(**(code **)(*(int *)this + 0x3e0))(this);
pcVar3 = (char *)(**(code **)(*piVar1 + 0x6c8))(piVar1);
if (pcVar2 == pcVar3) {
return false;
}
iVar4 = _V_stricmp(pcVar3,pcVar2);
return iVar4 != 0;
}
return false;
}
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.