L L4D2node

CWeaponSpawnConfigurable::IsWeaponAllowedToSpawn

0x008d8210 · 64 bytes · __thiscall

_ZN24CWeaponSpawnConfigurable22IsWeaponAllowedToSpawnEP13CCSWeaponInfo

Decompiled

undefined (2 params)

/* CWeaponSpawnConfigurable::IsWeaponAllowedToSpawn(CCSWeaponInfo*) */

undefined4 __thiscall
CWeaponSpawnConfigurable::IsWeaponAllowedToSpawn
          (CWeaponSpawnConfigurable *this,CCSWeaponInfo *param_1)

{
  undefined4 uVar1;
  
  if ((param_1 != (CCSWeaponInfo *)0x0) && (*(int *)(param_1 + 0x894) != 10)) {
                    /* WARNING: Could not recover jumptable at 0x008d824a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar1 = (**(code **)(*engine + 0x24))();
    return uVar1;
  }
  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)