L L4D2node

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 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)