L L4D2node

CPlayerInfo::RemoveAllItems

0x007a8610 · 69 bytes · __cdecl

_ZN11CPlayerInfo14RemoveAllItemsEb

Decompiled

undefined (1 param)

/* CPlayerInfo::RemoveAllItems(bool) */

void CPlayerInfo::RemoveAllItems(bool param_1)

{
  char cVar1;
  undefined3 in_stack_00000005;
  
  cVar1 = (**(code **)(**(int **)(_param_1 + 8) + 0x778))(*(int **)(_param_1 + 8));
  if (cVar1 == '\0') {
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x007a865c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(_param_1 + 8) + 0x5c4))();
  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)