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 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.