L L4D2node

CCSPlayer::GiveDefuser

0x006572b0 · 232 bytes · __thiscall

_ZN9CCSPlayer11GiveDefuserEv

Decompiled

undefined (1 param)

/* CCSPlayer::GiveDefuser() */

void __thiscall CCSPlayer::GiveDefuser(CCSPlayer *this)

{
  code *pcVar1;
  CBaseEdict *this_00;
  int *piVar2;
  undefined4 uVar3;
  int iVar4;
  
  if (this[0x2428] == (CCSPlayer)0x0) {
    piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"item_pickup",0,0);
    if (piVar2 != (int *)0x0) {
      pcVar1 = *(code **)(*piVar2 + 0x30);
      uVar3 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
      (*pcVar1)(piVar2,"userid",uVar3);
      (**(code **)(*piVar2 + 0x3c))(piVar2,"item","defuser");
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar2,0);
    }
    if (this[0x2428] != (CCSPlayer)0x1) {
      if (this[0x6c] == (CCSPlayer)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;
        }
      }
      else {
        this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
      }
      this[0x2428] = (CCSPlayer)0x1;
      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)