L L4D2node

CBasePlayer::PackDeadPlayerItems

0x007a7590 · 420 bytes · __thiscall

_ZN11CBasePlayer19PackDeadPlayerItemsEv

Decompiled

undefined (1 param)

/* CBasePlayer::PackDeadPlayerItems() */

void __thiscall CBasePlayer::PackDeadPlayerItems(CBasePlayer *this)

{
  uint uVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  undefined *puVar5;
  CBasePlayer *pCVar6;
  int *piVar7;
  int iVar8;
  int local_104;
  int local_f0 [20];
  int local_a0 [36];
  
  piVar7 = local_f0;
  for (iVar4 = 0x14; iVar4 != 0; iVar4 = iVar4 + -1) {
    *piVar7 = 0;
    piVar7 = piVar7 + 1;
  }
  piVar7 = local_a0;
  for (iVar4 = 0x21; iVar4 != 0; iVar4 = iVar4 + -1) {
    *piVar7 = -1;
    piVar7 = piVar7 + 1;
  }
  iVar4 = (**(code **)(*g_pGameRules + 0x198))(g_pGameRules,this);
  iVar2 = (**(code **)(*g_pGameRules + 0x19c))(g_pGameRules,this);
  if ((iVar2 != 0xc) || (iVar4 != 9)) {
    pCVar6 = this + 0x18f4;
    local_104 = 0;
    do {
      while ((((uVar1 = *(uint *)pCVar6, uVar1 == 0xffffffff ||
               (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc))
              || (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) ||
             (iVar8 = *(int *)(puVar5 + 4), iVar8 == 0))) {
LAB_007a7620:
        pCVar6 = pCVar6 + 4;
        if (pCVar6 == this + 0x19d4) goto LAB_007a76b0;
      }
      if (iVar4 == 7) {
        local_f0[local_104] = iVar8;
        local_104 = local_104 + 1;
        goto LAB_007a7620;
      }
      if (((iVar4 != 8) ||
          (iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this), iVar3 == 0))
         || (iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this),
            iVar3 != iVar8)) goto LAB_007a7620;
      pCVar6 = pCVar6 + 4;
      local_f0[local_104] = iVar3;
      local_104 = local_104 + 1;
    } while (pCVar6 != this + 0x19d4);
LAB_007a76b0:
    iVar4 = 0;
    iVar8 = 0;
    if (iVar2 != 0xc) {
      do {
        iVar3 = CBaseCombatCharacter::GetAmmoCount((CBaseCombatCharacter *)this,iVar8);
        if ((0 < iVar3) && (iVar2 == 10)) {
          local_a0[iVar4] = iVar8;
          iVar4 = iVar4 + 1;
        }
        iVar8 = iVar8 + 1;
      } while (iVar8 != 0x20);
    }
  }
  (**(code **)(*(int *)this + 0x5c4))(this,1);
  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)