L L4D2node

CWeaponSpawnConfigurable::GetWeaponTier

0x008d8260 · 54 bytes · __thiscall

_ZN24CWeaponSpawnConfigurable13GetWeaponTierEv

Decompiled

undefined (1 param)

/* CWeaponSpawnConfigurable::GetWeaponTier() */

undefined4 __thiscall CWeaponSpawnConfigurable::GetWeaponTier(CWeaponSpawnConfigurable *this)

{
  undefined4 uVar1;
  int iVar2;
  
  if (*(int *)(this + 0x1458) != 0) {
    uVar1 = (**(code **)(*(int *)this + 0x3cc))(this);
    iVar2 = GetWeaponInfo(uVar1);
    if (iVar2 != 0) {
      return *(undefined4 *)(iVar2 + 0xbe8);
    }
  }
  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)