L L4D2node

CCarriedPropWeapon::DropCarriedProp

0x00531480 · 245 bytes · __thiscall

_ZN18CCarriedPropWeapon15DropCarriedPropEb

Decompiled

undefined (2 params)

/* CCarriedPropWeapon::DropCarriedProp(bool) */

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

{
  uint uVar1;
  int iVar2;
  CCSPlayer *this_00;
  undefined4 uVar3;
  undefined *puVar4;
  
  this_00 = (CCSPlayer *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
  if ((this_00 == (CCSPlayer *)0x0) ||
     (uVar3 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), (char)uVar3 == '\0')) {
    return 0;
  }
  CGlowProperty::SetGlowState((CGlowProperty *)(this + 0x1f0),*(int *)(this + 0x17fc));
  uVar1 = *(uint *)(this_00 + 0x2064);
  if ((uVar1 != 0xffffffff) &&
     ((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)))) {
    iVar2 = *(int *)(puVar4 + 4);
    CCSPlayer::DropWeapon(this_00,(CBaseCombatWeapon *)this,param_1,(Vector *)0x0);
    if (iVar2 == 0) {
      return uVar3;
    }
    (**(code **)(*(int *)this_00 + 0x474))(this_00,iVar2,0);
    return uVar3;
  }
  CCSPlayer::DropWeapon(this_00,(CBaseCombatWeapon *)this,param_1,(Vector *)0x0);
  return uVar3;
}

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)