L L4D2node

Pickup_OnAttemptPhysGunPickup

0x007d5b30 · 78 bytes · __cdecl

_Z29Pickup_OnAttemptPhysGunPickupP11CBaseEntityP11CBasePlayer15PhysGunPickup_t

Decompiled

undefined (3 params)

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

undefined4 Pickup_OnAttemptPhysGunPickup(int param_1)

{
  undefined4 *puVar1;
  undefined4 uVar2;
  
  if (param_1 != 0) {
    puVar1 = (undefined4 *)
             __dynamic_cast(param_1,&CBaseEntity::typeinfo,&IPlayerPickupVPhysics::typeinfo,
                            0xfffffffe);
    if (puVar1 != (undefined4 *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x007d5b70. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar2 = (**(code **)*puVar1)();
      return uVar2;
    }
  }
  return 1;
}

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)