L L4D2node

CCSPlayer::DropWeapon

0x00659080 · 85 bytes · __thiscall

_ZN9CCSPlayer10DropWeaponEP17CBaseCombatWeaponbP6Vector

Decompiled

undefined (4 params)

/* CCSPlayer::DropWeapon(CBaseCombatWeapon*, bool, Vector*) */

undefined4 __thiscall
CCSPlayer::DropWeapon(CCSPlayer *this,CBaseCombatWeapon *param_1,bool param_2,Vector *param_3)

{
  CCSPlayer *this_00;
  undefined4 uVar1;
  
  this_00 = (CCSPlayer *)CBaseCombatWeapon::GetOwner(param_1);
  if (this_00 != this) {
    return 0;
  }
  uVar1 = CSWeaponDrop(this_00,param_1,false,param_2,param_3);
  return uVar1;
}

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)