L L4D2node

CPhysBox::OnPhysGunDrop

0x0079c430 · 80 bytes · __thiscall

_ZN8CPhysBox13OnPhysGunDropEP11CBasePlayer13PhysGunDrop_t

Decompiled

undefined (3 params)

/* CPhysBox::OnPhysGunDrop(CBasePlayer*, PhysGunDrop_t) */

void __thiscall CPhysBox::OnPhysGunDrop(CPhysBox *this,CBaseEntity *param_1,undefined4 param_3)

{
  CBreakable::OnPhysGunDrop(this,param_1,param_3);
  *(undefined4 *)(this + 0x5e4) = 0xffffffff;
  COutputEvent::FireOutput((COutputEvent *)(this + 0x5b4),param_1,(CBaseEntity *)this,0.0);
  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)