L L4D2node

CBasePlayer::Weapon_DropSlot

0x007b3390 · 154 bytes · __thiscall

_ZN11CBasePlayer15Weapon_DropSlotEi

Decompiled

undefined (2 params)

/* CBasePlayer::Weapon_DropSlot(int) */

void __thiscall CBasePlayer::Weapon_DropSlot(CBasePlayer *this,int param_1)

{
  uint uVar1;
  int *piVar2;
  int iVar3;
  undefined *puVar4;
  CBasePlayer *pCVar5;
  
  pCVar5 = this + 0x18f4;
  do {
    while ((((uVar1 = *(uint *)pCVar5, uVar1 == 0xffffffff ||
             (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
            || (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
           ((piVar2 = *(int **)(puVar4 + 4), piVar2 == (int *)0x0 ||
            (iVar3 = (**(code **)(*piVar2 + 0x530))(piVar2), iVar3 != param_1))))) {
      pCVar5 = pCVar5 + 4;
      if (pCVar5 == this + 0x19d4) {
        return;
      }
    }
    pCVar5 = pCVar5 + 4;
    (**(code **)(*(int *)this + 0x470))(this,piVar2,0,0);
  } while (pCVar5 != this + 0x19d4);
  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)