L L4D2node

CBreakable::OnPhysGunPickup

0x006b25f0 · 69 bytes · __cdecl

_ZN10CBreakable15OnPhysGunPickupEP11CBasePlayer15PhysGunPickup_t

Decompiled

undefined (2 params)

/* CBreakable::OnPhysGunPickup(CBasePlayer*, PhysGunPickup_t) */

void CBreakable::OnPhysGunPickup(int param_1,int *param_2)

{
  undefined4 *puVar1;
  
  if (param_2 == (int *)0x0) {
    *(undefined4 *)(param_1 + 0x4f0) = 0xffffffff;
  }
  else {
    puVar1 = (undefined4 *)(**(code **)(*param_2 + 0xc))(param_2);
    *(undefined4 *)(param_1 + 0x4f0) = *puVar1;
  }
  *(undefined4 *)(param_1 + 0x4f4) = *(undefined4 *)(gpGlobals + 0xc);
  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)