L L4D2node

Pickup_ForcePlayerToDropThisObject

0x007d59a0 · 68 bytes · __cdecl

_Z34Pickup_ForcePlayerToDropThisObjectP11CBaseEntity

Decompiled

undefined (1 param)

/* Pickup_ForcePlayerToDropThisObject(CBaseEntity*) */

void Pickup_ForcePlayerToDropThisObject(CBaseEntity *param_1)

{
  uint uVar1;
  int *piVar2;
  
  if ((param_1 != (CBaseEntity *)0x0) && (piVar2 = *(int **)(param_1 + 0x238), piVar2 != (int *)0x0)
     ) {
    uVar1 = (**(code **)(*piVar2 + 0x50))(piVar2);
    if ((uVar1 & 4) != 0) {
      piVar2 = (int *)UTIL_GetLocalPlayer();
      (**(code **)(*piVar2 + 0x6f0))(piVar2,param_1);
      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)