L L4D2node

CTerrorWeapon::Drop

0x00573cf0 · 338 bytes · __thiscall

_ZN13CTerrorWeapon4DropERK6Vector

Decompiled

undefined (2 params)

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

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

{
  CBaseEdict *this_00;
  char cVar1;
  int *piVar2;
  undefined4 *puVar3;
  int iVar4;
  longdouble lVar5;
  
  piVar2 = (int *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
    if (cVar1 != '\0') {
      puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
      *(undefined4 *)(this + 0x1798) = *puVar3;
      goto LAB_00573d26;
    }
  }
  *(undefined4 *)(this + 0x1798) = 0xffffffff;
LAB_00573d26:
  *(undefined4 *)(this + 0x179c) = 0xffffffff;
  lVar5 = (longdouble)CountdownTimer::Now();
  if ((float)lVar5 + 5.0 != *(float *)(this + 0x17a8)) {
    (**(code **)(*(int *)(this + 0x17a0) + 4))(this + 0x17a0,this + 0x17a8);
    *(float *)(this + 0x17a8) = (float)lVar5 + 5.0;
  }
  if (*(float *)(this + 0x17a4) != 5.0) {
    (**(code **)(*(int *)(this + 0x17a0) + 4))(this + 0x17a0,this + 0x17a4);
    *(undefined4 *)(this + 0x17a4) = 0x40a00000;
  }
  if (*(int *)(this + 0x17b8) != 0) {
    if (this[0x6c] == (CTerrorWeapon)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
      *(undefined4 *)(this + 0x17b8) = 0;
    }
    else {
      this[0x70] = (CTerrorWeapon)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x17b8) = 0;
    }
  }
  CWeaponCSBase::Drop((CWeaponCSBase *)this,param_1);
  *(undefined4 *)(this + 0xd8) = 0x3d1;
  *(undefined4 *)(this + 0xdc) = 0;
  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)