CWeaponSpawn::GetUseType
0x008d6df0 · 198 bytes · __thiscall
_ZN12CWeaponSpawn10GetUseTypeEP11CBaseEntity
Decompiled
undefined (2 params)
/* CWeaponSpawn::GetUseType(CBaseEntity*) */
undefined4 __thiscall CWeaponSpawn::GetUseType(CWeaponSpawn *this,CBaseEntity *param_1)
{
code *pcVar1;
char cVar2;
int iVar3;
int iVar4;
undefined4 *puVar5;
undefined4 uVar6;
undefined4 uVar7;
if (param_1 == (CBaseEntity *)0x0) {
return 0;
}
cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar2 != '\0') {
uVar7 = *(undefined4 *)(this + 0x1458);
iVar3 = GetWeaponInfo(uVar7);
if ((iVar3 == 0) || (iVar4 = GetAmmoDef(), iVar4 == 0)) {
uVar6 = 0xffffffff;
}
else {
puVar5 = (undefined4 *)GetAmmoDef();
pcVar1 = *(code **)*puVar5;
uVar6 = (**(code **)(*(int *)param_1 + 0x144))(param_1);
uVar6 = (*pcVar1)(puVar5,*(undefined4 *)(iVar3 + 0x850),uVar6);
}
uVar7 = GetUseTypeForWeapon(param_1,uVar7,0xffffffff,uVar6,0,0);
return uVar7;
}
return 0;
}
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.