CWeaponSpawn::ShouldAllowDuplicatePickup
0x008d6ce0 · 133 bytes · __thiscall
_ZN12CWeaponSpawn26ShouldAllowDuplicatePickupEP13CTerrorWeapon
Decompiled
undefined (2 params)
/* CWeaponSpawn::ShouldAllowDuplicatePickup(CTerrorWeapon*) */
bool __thiscall CWeaponSpawn::ShouldAllowDuplicatePickup(CWeaponSpawn *this,CTerrorWeapon *param_1)
{
int iVar1;
int iVar2;
undefined4 uVar3;
char *pcVar4;
char *pcVar5;
bool bVar6;
iVar1 = (**(code **)(*(int *)this + 0x3cc))(this);
iVar2 = GetWeaponInfo(iVar1);
if (iVar2 != 0) {
bVar6 = true;
if ((iVar1 != 0x14) && (*(int *)(iVar2 + 0x894) != 0xd)) {
uVar3 = (**(code **)(*(int *)this + 0x3cc))(this);
pcVar4 = (char *)WeaponIDToClassname(uVar3);
pcVar5 = "";
if (*(char **)(param_1 + 0x7c) != (char *)0x0) {
pcVar5 = *(char **)(param_1 + 0x7c);
}
bVar6 = false;
if (pcVar4 != pcVar5) {
iVar1 = _V_stricmp(pcVar4,pcVar5);
bVar6 = iVar1 != 0;
}
}
return bVar6;
}
return false;
}
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.