L L4D2node

PlayerPickupWhatIsHeld

0x004ee5f0 · 120 bytes · __cdecl

_Z22PlayerPickupWhatIsHeldP11CBaseEntity

Decompiled

undefined (1 param)

/* PlayerPickupWhatIsHeld(CBaseEntity*) */

undefined4 PlayerPickupWhatIsHeld(CBaseEntity *param_1)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  
  if (param_1 != (CBaseEntity *)0x0) {
    iVar2 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CPlayerPickupController::typeinfo,0);
    if (iVar2 != 0) {
      uVar1 = *(uint *)(iVar2 + 0x24a8);
      if (((uVar1 != 0xffffffff) &&
          (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
        return *(undefined4 *)(puVar3 + 4);
      }
      return 0;
    }
  }
  return 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)