L L4D2node

CWeaponMeleeSpawn::GetResponseRulesWeaponName

0x008d6c20 · 51 bytes · __thiscall

_ZNK17CWeaponMeleeSpawn26GetResponseRulesWeaponNameEv

Decompiled

undefined (1 param)

/* CWeaponMeleeSpawn::GetResponseRulesWeaponName() const */

undefined1 * __thiscall CWeaponMeleeSpawn::GetResponseRulesWeaponName(CWeaponMeleeSpawn *this)

{
  int iVar1;
  undefined1 *puVar2;
  
  iVar1 = CMeleeWeaponInfoStore::GetMeleeWeaponInfo
                    ((CMeleeWeaponInfoStore *)g_MeleeWeaponInfoStore,*(int *)(this + 0x1468));
  puVar2 = &DAT_00d539c2;
  if (iVar1 != 0) {
    puVar2 = (undefined1 *)(iVar1 + 0xc50);
  }
  return puVar2;
}

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)