L L4D2node

CGnome::Equip

0x005399b0 · 167 bytes · __thiscall

_ZN6CGnome5EquipEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* CGnome::Equip(CBaseCombatCharacter*) */

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

{
  int iVar1;
  char cVar2;
  
  cVar2 = CDirectorChallengeMode::VIPTarget(*(CDirectorChallengeMode **)(TheDirector + 0x648));
  if (cVar2 == '\0') {
    cVar2 = CDirectorChallengeMode::HealingGnome(*(CDirectorChallengeMode **)(TheDirector + 0x648));
    if ((cVar2 != '\0') && (param_1 != (CBaseCombatCharacter *)0x0)) {
      cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
      iVar1 = gpGlobals;
      if (cVar2 != '\0') {
        param_1[0x326a] = (CBaseCombatCharacter)0x1;
        *(undefined4 *)(param_1 + 0x2a54) = *(undefined4 *)(iVar1 + 0xc);
      }
    }
  }
  else if (param_1 != (CBaseCombatCharacter *)0x0) {
    cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    iVar1 = gpGlobals;
    if (cVar2 != '\0') {
      param_1[0x3269] = (CBaseCombatCharacter)0x1;
      *(undefined4 *)(param_1 + 0x2a54) = *(undefined4 *)(iVar1 + 0xc);
    }
  }
  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)