L L4D2node

CColaBottles::OnActionComplete

0x00535fd0 · 9 bytes · __thiscall

_ZN12CColaBottles16OnActionCompleteEP13CTerrorPlayerP11CBaseEntity

Decompiled

undefined (3 params)

/* CColaBottles::OnActionComplete(CTerrorPlayer*, CBaseEntity*) */

void __thiscall
CColaBottles::OnActionComplete(CColaBottles *this,CTerrorPlayer *param_1,CBaseEntity *param_2)

{
  CCarriedProp::OnActionComplete((CCarriedProp *)this,param_1,param_2);
  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)