L L4D2node

CBasePlayer::Weapon_Drop

0x007bfb40 · 264 bytes · __thiscall

_ZN11CBasePlayer11Weapon_DropEP17CBaseCombatWeaponPK6VectorS4_

Decompiled

undefined (4 params)

/* CBasePlayer::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) */

void __thiscall
CBasePlayer::Weapon_Drop
          (CBasePlayer *this,CBaseCombatWeapon *param_1,Vector *param_2,Vector *param_3)

{
  uint uVar1;
  char cVar2;
  CBaseCombatWeapon *pCVar3;
  undefined *puVar4;
  
  pCVar3 = (CBaseCombatWeapon *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
  if (param_1 == (CBaseCombatWeapon *)0x0) {
    CBaseCombatCharacter::Weapon_Drop
              ((CBaseCombatCharacter *)this,(CBaseCombatWeapon *)0x0,param_2,param_3);
    if (pCVar3 != param_1) {
      return;
    }
  }
  else {
    if (pCVar3 != param_1) {
      CBaseCombatCharacter::Weapon_Drop((CBaseCombatCharacter *)this,param_1,param_2,param_3);
      return;
    }
    (**(code **)(*(int *)param_1 + 0x3f0))(param_1,0xb7);
    CBaseCombatCharacter::Weapon_Drop((CBaseCombatCharacter *)this,param_1,param_2,param_3);
  }
  cVar2 = CBaseCombatCharacter::SwitchToNextBestWeapon
                    ((CBaseCombatCharacter *)this,(CBaseCombatWeapon *)0x0);
  if ((((cVar2 == '\0') && (uVar1 = *(uint *)(this + 0x1f84), uVar1 != 0xffffffff)) &&
      (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc && (*(int **)(puVar4 + 4) != (int *)0x0)))) {
                    /* WARNING: Could not recover jumptable at 0x007bfc50. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(puVar4 + 4) + 0x3bc))();
    return;
  }
  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)