L L4D2node

CBaseCombatWeapon::FallThink

0x005fed90 · 194 bytes · __thiscall

_ZN17CBaseCombatWeapon9FallThinkEv

Decompiled

undefined (1 param)

/* CBaseCombatWeapon::FallThink() */

void __thiscall CBaseCombatWeapon::FallThink(CBaseCombatWeapon *this)

{
  int *piVar1;
  uint uVar2;
  byte bVar3;
  undefined *puVar4;
  
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 == (int *)0x0) {
    bVar3 = (byte)this[0x150] & 1;
  }
  else {
    bVar3 = (**(code **)(*piVar1 + 0xc))(piVar1);
  }
  if (bVar3 != 0) {
    uVar2 = *(uint *)(this + 0x220);
    if ((((uVar2 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
      CBaseEntity::EmitSound((CBaseEntity *)this,"BaseCombatWeapon.WeaponDrop",0.0,(float *)0x0);
    }
                    /* WARNING: Could not recover jumptable at 0x005fee15. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0x5ac))();
    return;
  }
  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)