L L4D2node

CWeaponGrenade_LauncherSpawn::GiveItem

0x008d6520 · 93 bytes · __thiscall

_ZN28CWeaponGrenade_LauncherSpawn8GiveItemEP13CTerrorPlayerPKc

Decompiled

undefined (3 params)

/* CWeaponGrenade_LauncherSpawn::GiveItem(CTerrorPlayer*, char const*) */

undefined4 __thiscall
CWeaponGrenade_LauncherSpawn::GiveItem
          (CWeaponGrenade_LauncherSpawn *this,CTerrorPlayer *param_1,char *param_2)

{
  undefined4 uVar1;
  
  uVar1 = (**(code **)(*(int *)param_1 + 0x6c0))(param_1,param_2,0,1,0);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  *(undefined4 *)(this + 0x144c) = 0;
  return uVar1;
}

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)