L L4D2node

CWeaponSpawnConfigurable::ShouldPickupDecrementCount

0x008d6dc0 · 35 bytes · __thiscall

_ZNK24CWeaponSpawnConfigurable26ShouldPickupDecrementCountEPK17CTerrorWeaponInfo

Decompiled

undefined (2 params)

/* CWeaponSpawnConfigurable::ShouldPickupDecrementCount(CTerrorWeaponInfo const*) const */

undefined4 __thiscall
CWeaponSpawnConfigurable::ShouldPickupDecrementCount
          (CWeaponSpawnConfigurable *this,CTerrorWeaponInfo *param_1)

{
  undefined4 uVar1;
  
  if ((*(int *)(this + 0x1458) != 0x15) && (*(int *)(this + 0x1458) != 0x25)) {
    uVar1 = CWeaponSpawn::ShouldPickupDecrementCount((CWeaponSpawn *)this,param_1);
    return uVar1;
  }
  return 1;
}

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)