SpawnOnlyIfPrecached
0x008d74b0 · 58 bytes · __cdecl
_Z20SpawnOnlyIfPrecachedPK13CCSWeaponInfo
Decompiled
undefined (1 param)
/* SpawnOnlyIfPrecached(CCSWeaponInfo const*) */
undefined4 SpawnOnlyIfPrecached(CCSWeaponInfo *param_1)
{
undefined4 uVar1;
CCSWeaponInfo *pCVar2;
if (param_1 != (CCSWeaponInfo *)0x0) {
pCVar2 = param_1 + 0x91d;
if (param_1[0x91d] == (CCSWeaponInfo)0x0) {
pCVar2 = param_1 + 0xf6;
}
uVar1 = (**(code **)(*engine + 0x24))(engine,pCVar2);
return uVar1;
}
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.