L L4D2node

CCarriedPropWeapon::Equip

0x00531430 · 69 bytes · __thiscall

_ZN18CCarriedPropWeapon5EquipEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* CCarriedPropWeapon::Equip(CBaseCombatCharacter*) */

void __thiscall CCarriedPropWeapon::Equip(CCarriedPropWeapon *this,CBaseCombatCharacter *param_1)

{
  undefined4 uVar1;
  
  uVar1 = CGlowProperty::GetGlowState((CGlowProperty *)(this + 0x1f0));
  *(undefined4 *)(this + 0x17fc) = uVar1;
  CGlowProperty::SetGlowState((CGlowProperty *)(this + 0x1f0),0);
  CCarriedProp::Equip((CCarriedProp *)this,param_1);
  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)