L L4D2node

CCarriedProp::UnequipAndDestroySelf

0x0052ff80 · 72 bytes · __thiscall

_ZN12CCarriedProp21UnequipAndDestroySelfEv

Decompiled

undefined (1 param)

/* CCarriedProp::UnequipAndDestroySelf() */

void __thiscall CCarriedProp::UnequipAndDestroySelf(CCarriedProp *this)

{
  CBaseCombatCharacter *this_00;
  
  (**(code **)(*(int *)this + 0x430))(this,0);
  this_00 = (CBaseCombatCharacter *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
  if (this_00 != (CBaseCombatCharacter *)0x0) {
    CBaseCombatCharacter::Weapon_Detach(this_00,(CBaseCombatWeapon *)this);
    UTIL_Remove((CBaseEntity *)this);
    return;
  }
  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)