L L4D2node

Pickup_OnPhysGunDrop

0x007d59f0 · 74 bytes · __cdecl

_Z20Pickup_OnPhysGunDropP11CBaseEntityP11CBasePlayer13PhysGunDrop_t

Decompiled

undefined (3 params)

/* Pickup_OnPhysGunDrop(CBaseEntity*, CBasePlayer*, PhysGunDrop_t) */

void Pickup_OnPhysGunDrop(int param_1)

{
  int *piVar1;
  
  if (param_1 != 0) {
    piVar1 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&IPlayerPickupVPhysics::typeinfo,
                                   0xfffffffe);
    if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x007d5a31. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*piVar1 + 0xc))();
      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)