L L4D2node

CItem::Materialize

0x006e2e60 · 47 bytes · __thiscall

_ZN5CItem11MaterializeEv

Decompiled

undefined (1 param)

/* CItem::Materialize() */

void __thiscall CItem::Materialize(CItem *this)

{
  (**(code **)(*(int *)this + 0x3bc))(this);
  *(code **)(this + 0xd8) = ItemTouch;
  *(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)