L L4D2node

CPhysBox::OnPhysGunPickup

0x0079ee60 · 229 bytes · __thiscall

_ZN8CPhysBox15OnPhysGunPickupEP11CBasePlayer15PhysGunPickup_t

Decompiled

undefined (3 params)

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

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

{
  int *piVar1;
  char cVar2;
  undefined4 *puVar3;
  
  if (param_3 == 1) {
    COutputEvent::FireOutput((COutputEvent *)(this + 0x584),param_1,(CBaseEntity *)this,0.0);
  }
  piVar1 = *(int **)(this + 0x238);
  if ((piVar1 != (int *)0x0) && (cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1), cVar2 == '\0')) {
    if (((byte)this[0x14a] & 2) == 0) {
      return;
    }
    EnableMotion(this);
  }
  COutputEvent::FireOutput((COutputEvent *)(this + 0x56c),param_1,(CBaseEntity *)this,0.0);
  if (param_3 == 1) {
    return;
  }
  if (param_3 == 0) {
    COutputEvent::FireOutput((COutputEvent *)(this + 0x59c),param_1,(CBaseEntity *)this,0.0);
  }
  if (param_1 == (CBaseEntity *)0x0) {
    *(undefined4 *)(this + 0x5e4) = 0xffffffff;
    return;
  }
  puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  *(undefined4 *)(this + 0x5e4) = *puVar3;
  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)