L L4D2node

CBasePlayer::RemoveAllItems

0x007b3200 · 132 bytes · __thiscall

_ZN11CBasePlayer14RemoveAllItemsEb

Decompiled

undefined (2 params)

/* CBasePlayer::RemoveAllItems(bool) */

void __thiscall CBasePlayer::RemoveAllItems(CBasePlayer *this,bool param_1)

{
  int iVar1;
  int *piVar2;
  
  iVar1 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
  if (iVar1 != 0) {
    ResetAutoaim(this);
    piVar2 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
    (**(code **)(*piVar2 + 0x428))(piVar2,0);
  }
  (**(code **)(*(int *)this + 0x5cc))(this,0);
  CBaseCombatCharacter::RemoveAllWeapons((CBaseCombatCharacter *)this);
  CBaseCombatCharacter::RemoveAllAmmo((CBaseCombatCharacter *)this);
  if (param_1) {
    (**(code **)(*(int *)this + 0x768))(this);
  }
                    /* WARNING: Could not recover jumptable at 0x007b3282. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x5dc))();
  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)