L L4D2node

CWeaponMeleeSpawn::Spawn

0x008daef0 · 89 bytes · __thiscall

_ZN17CWeaponMeleeSpawn5SpawnEv

Decompiled

undefined (1 param)

/* CWeaponMeleeSpawn::Spawn() */

void __thiscall CWeaponMeleeSpawn::Spawn(CWeaponMeleeSpawn *this)

{
  int iVar1;
  int iVar2;
  
  if (*(int *)(this + 0x144c) == 0) {
    *(undefined4 *)(this + 0x144c) = 1;
  }
  iVar1 = *(int *)(this + 0x1468);
  iVar2 = CMeleeWeaponInfoStore::GetInvalidHandle();
  if (iVar1 != iVar2) {
    CWeaponSpawn::Spawn((CWeaponSpawn *)this);
    return;
  }
  MakeWeaponSelection(this);
  CWeaponSpawn::Spawn((CWeaponSpawn *)this);
  return;
}

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)