L L4D2node

CTerrorWeapon::OnDropped

0x0056e360 · 305 bytes · __thiscall

_ZN13CTerrorWeapon9OnDroppedEP13CTerrorPlayerS1_

Decompiled

undefined (3 params)

/* CTerrorWeapon::OnDropped(CTerrorPlayer*, CTerrorPlayer*) */

void __thiscall
CTerrorWeapon::OnDropped(CTerrorWeapon *this,CTerrorPlayer *param_1,CTerrorPlayer *param_2)

{
  undefined4 *puVar1;
  longdouble lVar2;
  undefined1 local_14 [8];
  
  if (param_1 == (CTerrorPlayer *)0x0) {
    *(undefined4 *)(this + 0x1798) = 0xffffffff;
  }
  else {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x1798) = *puVar1;
  }
  if (param_2 == (CTerrorPlayer *)0x0) {
    *(undefined4 *)(this + 0x179c) = 0xffffffff;
  }
  else {
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
    *(undefined4 *)(this + 0x179c) = *puVar1;
  }
  lVar2 = (longdouble)CountdownTimer::Now();
  if ((float)lVar2 + 5.0 != *(float *)(this + 0x17a8)) {
    (**(code **)(*(int *)(this + 0x17a0) + 4))(this + 0x17a0,this + 0x17a8);
    *(float *)(this + 0x17a8) = (float)lVar2 + 5.0;
  }
  if (*(float *)(this + 0x17a4) != 5.0) {
    (**(code **)(*(int *)(this + 0x17a0) + 4))(this + 0x17a0,this + 0x17a4);
    *(undefined4 *)(this + 0x17a4) = 0x40a00000;
  }
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)GiveThink);
  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)