L L4D2node

CPhysicsProp::OnPhysGunPickup

0x007f9870 · 297 bytes · __thiscall

_ZN12CPhysicsProp15OnPhysGunPickupEP11CBasePlayer15PhysGunPickup_t

Decompiled

undefined (3 params)

/* CPhysicsProp::OnPhysGunPickup(CBasePlayer*, PhysGunPickup_t) */

void __thiscall
CPhysicsProp::OnPhysGunPickup(CPhysicsProp *param_1_00,CBaseEntity *param_1,uint param_3)

{
  int *piVar1;
  char cVar2;
  
  CBreakableProp::OnPhysGunPickup((CBreakableProp *)param_1_00,param_1,param_3);
  piVar1 = *(int **)(param_1_00 + 0x238);
  if ((piVar1 != (int *)0x0) && (cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1), cVar2 == '\0')) {
    if (((byte)param_1_00[0x148] & 0x40) == 0) {
      return;
    }
    EnableMotion(param_1_00);
    cVar2 = (**(code **)(*(int *)param_1_00 + 0x440))(param_1_00,0);
    if (cVar2 != '\0') {
      CBaseEntity::SetCollisionGroup((CBaseEntity *)param_1_00,3);
    }
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(param_1_00 + 0x1580),param_1,(CBaseEntity *)param_1_00,0.0);
  if (param_3 == 0) {
    COutputEvent::FireOutput
              ((COutputEvent *)(param_1_00 + 0x15b0),param_1,(CBaseEntity *)param_1_00,0.0);
  }
  else {
    if (param_3 == 1) {
      COutputEvent::FireOutput
                ((COutputEvent *)(param_1_00 + 0x1598),param_1,(CBaseEntity *)param_1_00,0.0);
      goto LAB_007f9904;
    }
    if ((param_3 & 0xfffffffd) != 0) goto LAB_007f9904;
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(param_1_00 + 0x15f8),param_1,(CBaseEntity *)param_1_00,0.0);
LAB_007f9904:
  if (((byte)param_1_00[0x149] & 8) == 0) {
    return;
  }
  CBreakableProp::CheckRemoveRagdolls((CBreakableProp *)param_1_00);
  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)