CWeaponSpawn::GiveItem
0x008d6f30 · 360 bytes · __thiscall
_ZN12CWeaponSpawn8GiveItemEP13CTerrorPlayerPKc
Decompiled
undefined (3 params)
/* CWeaponSpawn::GiveItem(CTerrorPlayer*, char const*) */
int * __thiscall CWeaponSpawn::GiveItem(CWeaponSpawn *this,CTerrorPlayer *param_1,char *param_2)
{
CBaseEdict *this_00;
int *piVar1;
int iVar2;
int iVar3;
int iVar4;
int *piVar5;
piVar1 = (int *)(**(code **)(*(int *)param_1 + 0x6c0))(param_1,param_2,0,1,0);
if (((-1 < *(int *)(this + 0x1450)) && (piVar1 != (int *)0x0)) &&
(iVar2 = (**(code **)(*piVar1 + 0xf0))(piVar1), iVar2 != 0)) {
iVar3 = (**(code **)(*piVar1 + 0xf0))(piVar1);
iVar2 = *(int *)(this + 0x1450);
if (iVar2 != *(int *)(iVar3 + 0x458)) {
if (*(char *)(iVar3 + 0x6c) == '\0') {
this_00 = *(CBaseEdict **)(iVar3 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(iVar3 + 0x70) = *(byte *)(iVar3 + 0x70) | 1;
}
*(int *)(iVar3 + 0x458) = iVar2;
}
piVar5 = (int *)__dynamic_cast(piVar1,&CBaseEntity::typeinfo,&CBaseCombatWeapon::typeinfo,0);
if (piVar5 != (int *)0x0) {
(**(code **)(*piVar5 + 0x3fc))(piVar5);
}
if (*(int *)(this + 0x1450) == 1) {
if ((param_2 != "crowbar") && (iVar2 = _V_stricmp("crowbar",param_2), iVar2 != 0)) {
return piVar1;
}
iVar2 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"golden_crowbar_pickup",0,0);
if (iVar2 != 0) {
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar2,0);
return piVar1;
}
}
}
return piVar1;
}
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.