L L4D2node

CItem::OnPhysGunPickup

0x006e35e0 · 130 bytes · __thiscall

_ZN5CItem15OnPhysGunPickupEP11CBasePlayer15PhysGunPickup_t

Decompiled

undefined (3 params)

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

void __thiscall CItem::OnPhysGunPickup(CItem *this,CBaseEntity *param_1,int param_3)

{
  COutputEvent::FireOutput((COutputEvent *)(this + 0x1414),param_1,(CBaseEntity *)this,0.0);
  if (param_3 == 0) {
    CCollisionProperty::UseTriggerBounds((CCollisionProperty *)(this + 0x194),true,2.0);
    if (*(int *)(this + 0x1444) != 0) {
      (**(code **)(*physenv + 0x5c))(physenv,*(int *)(this + 0x1444));
      *(undefined4 *)(this + 0x1444) = 0;
      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)