L L4D2node

CBasePlayer::ItemPreFrame

0x00415f80 · 180 bytes · __thiscall

_ZN11CBasePlayer12ItemPreFrameEv

Decompiled

undefined (1 param)

/* CBasePlayer::ItemPreFrame() */

void __thiscall CBasePlayer::ItemPreFrame(CBasePlayer *this)

{
  uint uVar1;
  int *piVar2;
  int *piVar3;
  undefined *puVar4;
  int iVar5;
  
  iVar5 = 0;
  (**(code **)(*(int *)this + 0x6d8))(this,0);
  piVar3 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
  do {
    while( true ) {
      uVar1 = *(uint *)(this + iVar5 * 4 + 0x18f4);
      if ((((uVar1 == 0xffffffff) ||
           (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
         ((piVar2 = *(int **)(puVar4 + 4), piVar2 == (int *)0x0 || (piVar3 == piVar2)))) break;
      iVar5 = iVar5 + 1;
      (**(code **)(*piVar2 + 0x44c))(piVar2);
      if (iVar5 == 0x38) goto LAB_00416004;
    }
    iVar5 = iVar5 + 1;
  } while (iVar5 != 0x38);
LAB_00416004:
  if ((*(float *)(this + 0x17dc) < *(float *)(gpGlobals + 0xc) ||
       *(float *)(this + 0x17dc) == *(float *)(gpGlobals + 0xc)) && (piVar3 != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x0041602d. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar3 + 0x440))();
    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)