L L4D2node

CPlayerPickupController::Init

0x004ed1c0 · 437 bytes · __thiscall

_ZN23CPlayerPickupController4InitEP11CBasePlayerP11CBaseEntity

Decompiled

undefined (3 params)

/* CPlayerPickupController::Init(CBasePlayer*, CBaseEntity*) */

void __thiscall
CPlayerPickupController::Init
          (CPlayerPickupController *this,CBasePlayer *param_1,CBaseEntity *param_2)

{
  undefined4 uVar1;
  CBaseEdict *this_00;
  char cVar2;
  int iVar3;
  int *piVar4;
  int *piVar5;
  undefined *puVar6;
  uint uVar7;
  
  iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
  if (iVar3 != 0) {
    piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
    cVar2 = (**(code **)(*piVar4 + 0x428))(piVar4,0);
    if (cVar2 == '\0') {
      Shutdown(this,false);
      return;
    }
  }
  if (*(int *)(param_2 + 0x234) == 1) {
    CBaseEntity::SetCollisionGroup(param_2,3);
  }
  (**(code **)(*(int *)this + 0x98))(this,param_1,0xffffffff);
  *(CBasePlayer **)(this + 0x24c4) = param_1;
  this[0x4a1] = (CPlayerPickupController)0x1;
  *(undefined4 *)(this + 0x49c) = 0x3f5db3d7;
  uVar1 = *(undefined4 *)(param_2 + 0x238);
  Pickup_OnPhysGunPickup(param_2,param_1,0);
  CGrabController::AttachEntity
            ((CBasePlayer *)(this + 0x440),(CBaseEntity *)param_1,(IPhysicsObject *)param_2,
             SUB41(uVar1,0),(Vector *)0x0,true);
  piVar4 = *(int **)(this + 0x24c4);
  uVar7 = piVar4[0x69f] | 1;
  if (piVar4[0x69f] != uVar7) {
    (**(code **)(piVar4[0x690] + 4))(piVar4 + 0x690,piVar4 + 0x69f);
    piVar4[0x69f] = uVar7;
    piVar4 = *(int **)(this + 0x24c4);
  }
  uVar7 = piVar4[0x745];
  if ((((uVar7 == 0xffffffff) ||
       (puVar6 = g_pEntityList + (uVar7 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar6 + 8) != uVar7 >> 0xc)) ||
     (this != *(CPlayerPickupController **)(puVar6 + 4))) {
    if ((char)piVar4[0x1b] == '\0') {
      this_00 = (CBaseEdict *)piVar4[0xc];
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      *(byte *)(piVar4 + 0x1c) = *(byte *)(piVar4 + 0x1c) | 1;
    }
    piVar5 = (int *)(**(code **)(*(int *)this + 0xc))(this);
    piVar4[0x745] = *piVar5;
  }
                    /* WARNING: Could not recover jumptable at 0x004ed33b. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar4 + 0x76c))();
  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)