CWeaponSpawn::GetWeaponModel
0x008d6b80 · 52 bytes · __thiscall
_ZNK12CWeaponSpawn14GetWeaponModelEv
Decompiled
undefined (1 param)
/* CWeaponSpawn::GetWeaponModel() const */
undefined1 * __thiscall CWeaponSpawn::GetWeaponModel(CWeaponSpawn *this)
{
int iVar1;
CTerrorWeaponInfo *this_00;
undefined1 *puVar2;
iVar1 = (**(code **)(*(int *)this + 0x3cc))(this);
if (iVar1 != 0) {
this_00 = (CTerrorWeaponInfo *)CTerrorWeaponInfo::GetWeaponInfo(iVar1);
if (this_00 != (CTerrorWeaponInfo *)0x0) {
puVar2 = (undefined1 *)CTerrorWeaponInfo::GetWorldModel(this_00);
return puVar2;
}
}
return &DAT_00d539c2;
}
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.