L L4D2node

CCarriedProp::Holster

0x0052f5e0 · 85 bytes · __cdecl

_ZN12CCarriedProp7HolsterEP17CBaseCombatWeapon

Decompiled

undefined (1 param)

/* CCarriedProp::Holster(CBaseCombatWeapon*) */

undefined4 CCarriedProp::Holster(CBaseCombatWeapon *param_1)

{
  int iVar1;
  undefined4 uVar2;
  undefined4 uStack00000008;
  
  iVar1 = CBaseCombatWeapon::GetOwner(param_1);
  if ((iVar1 != 0) && (*(char *)(iVar1 + 0x186) == '\t')) {
    CBaseBackpackItem::Holster(param_1);
    return 1;
  }
  uStack00000008 = 0;
                    /* WARNING: Could not recover jumptable at 0x0052f61b. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  uVar2 = (**(code **)(*(int *)param_1 + 0x734))();
  return uVar2;
}

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)