L L4D2node

Pickup_OnPhysGunPickup

0x007d5a40 · 222 bytes · __cdecl

_Z22Pickup_OnPhysGunPickupP11CBaseEntityP11CBasePlayer15PhysGunPickup_t

Decompiled

undefined (3 params)

/* Pickup_OnPhysGunPickup(CBaseEntity*, CBasePlayer*, PhysGunPickup_t) */

void Pickup_OnPhysGunPickup(int param_1,undefined4 param_2,undefined4 param_3)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  if (param_1 != 0) {
    piVar2 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&IPlayerPickupVPhysics::typeinfo,
                                   0xfffffffe);
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 8))(piVar2,param_2,param_3);
    }
  }
  cVar1 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules);
  if (cVar1 == '\0') {
    piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"physgun_pickup",0,0);
    if (piVar2 != (int *)0x0) {
      if (*(int *)(param_1 + 0x30) == 0) {
        iVar3 = 0;
      }
      else {
        iVar3 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
      }
      (**(code **)(*piVar2 + 0x30))(piVar2,"entindex",iVar3);
                    /* WARNING: Could not recover jumptable at 0x007d5b22. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*gameeventmanager + 0x20))();
      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)