L L4D2node

CTerrorGun::RemoveUpgrade

0x00564460 · 108 bytes · __thiscall

_ZN10CTerrorGun13RemoveUpgradeE19SurvivorUpgradeType

Decompiled

undefined (2 params)

/* CTerrorGun::RemoveUpgrade(SurvivorUpgradeType) */

void __thiscall CTerrorGun::RemoveUpgrade(CTerrorGun *this,int param_2)

{
  CTerrorGun *pCVar1;
  CBaseEdict *this_00;
  int iVar2;
  uint uVar3;
  uint uVar4;
  
  uVar4 = 1 << ((byte)param_2 & 0x1f);
  pCVar1 = this + (param_2 >> 5) * 4 + 0x17e4;
  uVar3 = *(uint *)pCVar1;
  if ((uVar3 & uVar4) == 0) {
    return;
  }
  if (this[0x6c] == (CTerrorGun)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar2 + 2) = 0;
      uVar3 = *(uint *)pCVar1;
    }
    *(uint *)pCVar1 = ~uVar4 & uVar3;
  }
  else {
    this[0x70] = (CTerrorGun)((byte)this[0x70] | 1);
    *(uint *)pCVar1 = ~uVar4 & *(uint *)pCVar1;
  }
  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)