L L4D2node

CCarriedProp::DropCarriedProp

0x005302e0 · 186 bytes · __thiscall

_ZN12CCarriedProp15DropCarriedPropEb

Decompiled

undefined (2 params)

/* CCarriedProp::DropCarriedProp(bool) */

undefined4 __thiscall CCarriedProp::DropCarriedProp(CCarriedProp *this,bool param_1)

{
  uint uVar1;
  int iVar2;
  char cVar3;
  int *piVar4;
  undefined *puVar5;
  undefined4 uVar6;
  
  piVar4 = (int *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
  if ((piVar4 == (int *)0x0) || (cVar3 = (**(code **)(*piVar4 + 0x16c))(piVar4), cVar3 == '\0')) {
    return 0;
  }
  uVar1 = piVar4[0x819];
  if ((uVar1 != 0xffffffff) &&
     ((puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc &&
      (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)))) {
    iVar2 = *(int *)(puVar5 + 4);
    uVar6 = ConvertToPhysObject(this,param_1);
    if (iVar2 == 0) {
      return uVar6;
    }
    (**(code **)(*piVar4 + 0x474))(piVar4,iVar2,0);
    return uVar6;
  }
  uVar6 = ConvertToPhysObject(this,param_1);
  return uVar6;
}

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)