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 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.