L L4D2node

CGamePlayerEquip::EquipPlayer

0x006f2ec0 · 177 bytes · __thiscall

_ZN16CGamePlayerEquip11EquipPlayerEP11CBaseEntity

Decompiled

undefined (2 params)

/* CGamePlayerEquip::EquipPlayer(CBaseEntity*) */

void __thiscall CGamePlayerEquip::EquipPlayer(CGamePlayerEquip *this,CBaseEntity *param_1)

{
  char cVar1;
  undefined1 *puVar2;
  code *pcVar3;
  int iVar4;
  CGamePlayerEquip *pCVar5;
  int local_20;
  
  if ((param_1 != (CBaseEntity *)0x0) &&
     (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0')) {
    local_20 = 0;
    pCVar5 = this + 0x448;
    do {
      puVar2 = *(undefined1 **)pCVar5;
      if (puVar2 == (undefined1 *)0x0) {
        return;
      }
      if (0 < *(int *)(pCVar5 + 0x80)) {
        iVar4 = 0;
        pcVar3 = *(code **)(*(int *)param_1 + 0x6c0);
        while( true ) {
          iVar4 = iVar4 + 1;
          (*pcVar3)(param_1,puVar2,0,1,0);
          if (*(int *)(pCVar5 + 0x80) <= iVar4) break;
          pcVar3 = *(code **)(*(int *)param_1 + 0x6c0);
          puVar2 = *(undefined1 **)pCVar5;
          if (puVar2 == (undefined1 *)0x0) {
            puVar2 = &DAT_00d539c2;
          }
        }
      }
      local_20 = local_20 + 1;
      pCVar5 = pCVar5 + 4;
    } while (local_20 != 0x20);
  }
  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)