L L4D2node

CBaseBackpackItem::OnHit

0x00524800 · 16 bytes · __thiscall

_ZN17CBaseBackpackItem5OnHitER10CGameTraceRK6Vectorb

Decompiled

undefined (4 params)

/* CBaseBackpackItem::OnHit(CGameTrace&, Vector const&, bool) */

void __thiscall
CBaseBackpackItem::OnHit(CBaseBackpackItem *this,CGameTrace *param_1,Vector *param_2,bool param_3)

{
  CTerrorWeapon::OnHit((CTerrorWeapon *)this,param_1,param_2,param_3);
  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)