L L4D2node

Pickup_ForcePhysGunOpen

0x007d5c90 · 73 bytes · __cdecl

_Z23Pickup_ForcePhysGunOpenP11CBaseEntityP11CBasePlayer

Decompiled

undefined (2 params)

/* Pickup_ForcePhysGunOpen(CBaseEntity*, CBasePlayer*) */

undefined4 Pickup_ForcePhysGunOpen(CBaseEntity *param_1,CBasePlayer *param_2)

{
  int *piVar1;
  undefined4 uVar2;
  
  if (param_1 != (CBaseEntity *)0x0) {
    piVar1 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&IPlayerPickupVPhysics::typeinfo,
                                   0xfffffffe);
    if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x007d5ccf. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar2 = (**(code **)(*piVar1 + 0x18))();
      return uVar2;
    }
  }
  return 0;
}

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)