L L4D2node

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 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)