L L4D2node

CBaseCombatWeapon::SetPickupTouch

0x00404bb0 · 150 bytes · __thiscall

_ZN17CBaseCombatWeapon14SetPickupTouchEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::SetPickupTouch() */

void __thiscall CBaseCombatWeapon::SetPickupTouch(CBaseCombatWeapon *this)

{
  int iVar1;
  undefined1 local_14 [12];
  
  iVar1 = gpGlobals;
  *(undefined4 *)(this + 0xd8) = 0x3d1;
  *(undefined4 *)(this + 0xdc) = 0;
  if ((1 < *(int *)(iVar1 + 0x14)) && (((byte)this[0x14b] & 0x40) != 0)) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_Remove);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 30.0,(char *)0x0);
    return;
  }
  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)