L L4D2node

CWeaponChainsawSpawn::GetWeaponModel

0x008d6c70 · 99 bytes · __cdecl

_ZNK20CWeaponChainsawSpawn14GetWeaponModelEv

Decompiled

undefined (0 params)

/* CWeaponChainsawSpawn::GetWeaponModel() const */

int CWeaponChainsawSpawn::GetWeaponModel(void)

{
  ushort uVar1;
  ushort uVar2;
  int iVar3;
  
  uVar1 = LookupWeaponInfoSlot("weapon_chainsaw");
  uVar2 = GetInvalidWeaponInfoHandle();
  if (uVar1 != uVar2) {
    iVar3 = GetFileWeaponInfoFromHandle(uVar1);
    if (iVar3 != 0) {
      iVar3 = __dynamic_cast(iVar3,&FileWeaponInfo_t::typeinfo,&CCSWeaponInfo::typeinfo,0);
      if (iVar3 != 0) {
        return iVar3 + 0xf6;
      }
    }
  }
  return 0;
}

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)