L L4D2node

PlayerPickupObject

0x004ed440 · 104 bytes · __cdecl

_Z18PlayerPickupObjectP11CBasePlayerP11CBaseEntity

Decompiled

undefined (2 params)

/* PlayerPickupObject(CBasePlayer*, CBaseEntity*) */

void PlayerPickupObject(CBasePlayer *param_1,CBaseEntity *param_2)

{
  CPlayerPickupController *this;
  
  if (*(int *)(param_2 + 0x238) != 0) {
    if (((byte)param_2[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_2);
    }
    this = (CPlayerPickupController *)
           CBaseEntity::Create("player_pickup",(Vector *)(param_2 + 0x2e0),(QAngle *)&vec3_angle,
                               (CBaseEntity *)param_1);
    if (this != (CPlayerPickupController *)0x0) {
      CPlayerPickupController::Init(this,param_1,param_2);
    }
  }
  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)