L L4D2node

CWeaponAmmoSpawn::GetWeaponModel

0x008db850 · 53 bytes · __thiscall

_ZNK16CWeaponAmmoSpawn14GetWeaponModelEv

Decompiled

undefined (1 param)

/* CWeaponAmmoSpawn::GetWeaponModel() const */

char * __thiscall CWeaponAmmoSpawn::GetWeaponModel(CWeaponAmmoSpawn *this)

{
  char *local_10 [3];
  
  (**(code **)(*(int *)this + 0x20))(local_10,this);
  if (local_10[0] == (char *)0x0) {
    local_10[0] = "";
  }
  if (*local_10[0] == '\0') {
    local_10[0] = "models/props/terror/ammo_stack.mdl";
  }
  return local_10[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)