CWeaponMeleeSpawn::GiveItem
0x008d70b0 · 94 bytes · __cdecl
_ZN17CWeaponMeleeSpawn8GiveItemEP13CTerrorPlayerPKc
Decompiled
undefined (2 params)
/* CWeaponMeleeSpawn::GiveItem(CTerrorPlayer*, char const*) */
undefined4 CWeaponMeleeSpawn::GiveItem(CTerrorPlayer *param_1,char *param_2)
{
char cVar1;
int iVar2;
undefined4 uVar3;
cVar1 = CTerrorPlayer::CanUseWeapon((CTerrorPlayer *)param_2,0x13);
if (cVar1 != '\0') {
iVar2 = CMeleeWeaponInfoStore::GetMeleeWeaponInfo
((CMeleeWeaponInfoStore *)g_MeleeWeaponInfoStore,*(int *)(param_1 + 0x1468));
if (iVar2 != 0) {
uVar3 = CWeaponSpawn::GiveItem
((CWeaponSpawn *)param_1,(CTerrorPlayer *)param_2,(char *)(iVar2 + 0xc50));
return uVar3;
}
}
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.