CPlayerPickupController::Shutdown
0x004ecfb0 · 503 bytes · __thiscall
_ZN23CPlayerPickupController8ShutdownEb
Decompiled
undefined (2 params)
/* CPlayerPickupController::Shutdown(bool) */
void __thiscall CPlayerPickupController::Shutdown(CPlayerPickupController *this,bool param_1)
{
CBaseEdict *this_00;
char cVar1;
int *piVar2;
undefined *puVar3;
int iVar4;
uint uVar5;
uVar5 = *(uint *)(this + 0x24a8);
if (((uVar5 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar5 >> 0xc)) {
iVar4 = 0;
LAB_004ecff2:
CGrabController::DetachEntity((CGrabController *)(this + 0x440),false);
if (iVar4 == 0) goto LAB_004ed027;
}
else {
iVar4 = *(int *)(puVar3 + 4);
if (((param_1) || (iVar4 == 0)) || (piVar2 = *(int **)(iVar4 + 0x238), piVar2 == (int *)0x0))
goto LAB_004ecff2;
cVar1 = (**(code **)(*piVar2 + 0x110))(piVar2,0,0);
if (cVar1 == '\0') goto LAB_004ecff2;
CGrabController::DetachEntity((CGrabController *)(this + 0x440),true);
}
Pickup_OnPhysGunDrop(iVar4,*(undefined4 *)(this + 0x24c4),param_1);
LAB_004ed027:
piVar2 = *(int **)(this + 0x24c4);
if (piVar2 != (int *)0x0) {
uVar5 = piVar2[0x745];
if (((uVar5 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar3 + 8) == uVar5 >> 0xc && (*(int *)(puVar3 + 4) != 0)))) {
if ((char)piVar2[0x1b] == '\0') {
this_00 = (CBaseEdict *)piVar2[0xc];
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(piVar2 + 0x1c) = *(byte *)(piVar2 + 0x1c) | 1;
}
piVar2[0x745] = -1;
}
(**(code **)(*piVar2 + 0x76c))(piVar2);
iVar4 = CBaseCombatCharacter::GetActiveWeapon(*(CBaseCombatCharacter **)(this + 0x24c4));
if (iVar4 != 0) {
piVar2 = (int *)CBaseCombatCharacter::GetActiveWeapon
(*(CBaseCombatCharacter **)(this + 0x24c4));
cVar1 = (**(code **)(*piVar2 + 0x424))(piVar2);
if (cVar1 == '\0') {
CBaseCombatCharacter::SwitchToNextBestWeapon
(*(CBaseCombatCharacter **)(this + 0x24c4),(CBaseCombatWeapon *)0x0);
}
}
iVar4 = *(int *)(this + 0x24c4);
uVar5 = *(uint *)(iVar4 + 0x1a7c) & 0xfffffffe;
if (*(uint *)(iVar4 + 0x1a7c) != uVar5) {
(**(code **)(*(int *)(iVar4 + 0x1a40) + 4))(iVar4 + 0x1a40,iVar4 + 0x1a7c);
*(uint *)(iVar4 + 0x1a7c) = uVar5;
}
}
CBaseEntity::Remove((CBaseEntity *)this);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.