L L4D2node

SurvivorCheckpointLeaving::OnPickUp

0x00909d80 · 92 bytes · __thiscall

_ZN25SurvivorCheckpointLeaving8OnPickUpEP11SurvivorBotP11CBaseEntityP20CBaseCombatCharacter

Decompiled

undefined (4 params)

/* SurvivorCheckpointLeaving::OnPickUp(SurvivorBot*, CBaseEntity*, CBaseCombatCharacter*) */

SurvivorCheckpointLeaving * __thiscall
SurvivorCheckpointLeaving::OnPickUp
          (SurvivorCheckpointLeaving *this,SurvivorBot *param_1,CBaseEntity *param_2,
          CBaseCombatCharacter *param_3)

{
  char cVar1;
  
  if (param_3 != (CBaseCombatCharacter *)0x0) {
    if (*(char **)(param_3 + 0x7c) != "weapon_first_aid_kit*") {
      cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)param_3,"weapon_first_aid_kit*");
      if (cVar1 == '\0') goto LAB_00909dae;
    }
    param_1[0x32] = (SurvivorBot)0x1;
  }
LAB_00909dae:
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 1;
  return this;
}

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)