L L4D2node

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 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)