L L4D2node

PlayerPickupGetHeldObjectMass

0x004ee590 · 85 bytes · __cdecl

_Z29PlayerPickupGetHeldObjectMassP11CBaseEntityP14IPhysicsObject

Decompiled

undefined (2 params)

/* PlayerPickupGetHeldObjectMass(CBaseEntity*, IPhysicsObject*) */

longdouble PlayerPickupGetHeldObjectMass(CBaseEntity *param_1,IPhysicsObject *param_2)

{
  int iVar1;
  longdouble lVar2;
  
  if (param_1 != (CBaseEntity *)0x0) {
    iVar1 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CPlayerPickupController::typeinfo,0);
    if (iVar1 != 0) {
      lVar2 = (longdouble)CGrabController::GetSavedMass((CGrabController *)(iVar1 + 0x440),param_2);
      return lVar2;
    }
  }
  return (longdouble)0.0;
}

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)