L L4D2node

CChainsaw::Drop

0x00531fa0 · 225 bytes · __thiscall

_ZN9CChainsaw4DropERK6Vector

Decompiled

undefined (2 params)

/* CChainsaw::Drop(Vector const&) */

void __thiscall CChainsaw::Drop(CChainsaw *this,Vector *param_1)

{
  if (*(int *)(this + 0x1804) != 0) {
    StopSound(this,(CSoundPatch **)(this + 0x17f4),0.0);
    StopSound(this,(CSoundPatch **)(this + 0x17f8),0.0);
    StopSound(this,(CSoundPatch **)(this + 0x17fc),0.0);
    StopSound(this,(CSoundPatch **)(this + 0x1800),0.0);
    CBasePlayer::RumbleEffect(*(CBasePlayer **)(this + 0x1804),'\x1e','\0','\x01');
    CBasePlayer::RumbleEffect(*(CBasePlayer **)(this + 0x1804),'\x1f','\0','\x01');
  }
  CTerrorWeapon::Drop((CTerrorWeapon *)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)