SpawnOnlyIfPrecached
0x008d7500 · 66 bytes · __cdecl
_Z20SpawnOnlyIfPrecached10CSWeaponID
Decompiled
undefined (1 param)
/* SpawnOnlyIfPrecached(CSWeaponID) */
undefined4 SpawnOnlyIfPrecached(undefined4 param_1)
{
int iVar1;
undefined4 uVar2;
int iVar3;
iVar1 = GetWeaponInfo(param_1);
if (iVar1 != 0) {
iVar3 = iVar1 + 0x91d;
if (*(char *)(iVar1 + 0x91d) == '\0') {
iVar3 = iVar1 + 0xf6;
}
uVar2 = (**(code **)(*engine + 0x24))(engine,iVar3);
return uVar2;
}
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.