L L4D2node

SurvivorGiveItem::OnEnd

0x00930290 · 156 bytes · __cdecl

_ZN16SurvivorGiveItem5OnEndEP11SurvivorBotP6ActionIS0_E

Decompiled

undefined (2 params)

/* SurvivorGiveItem::OnEnd(SurvivorBot*, Action<SurvivorBot>*) */

void SurvivorGiveItem::OnEnd(SurvivorBot *param_1,Action *param_2)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)(param_1 + 0x38);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
     (*(CBaseCombatWeapon **)(puVar2 + 4) != (CBaseCombatWeapon *)0x0)) {
    CBaseCombatCharacter::Weapon_Detach
              ((CBaseCombatCharacter *)param_2,*(CBaseCombatWeapon **)(puVar2 + 4));
    uVar1 = *(uint *)(param_1 + 0x38);
    if (((uVar1 != 0xffffffff) &&
        (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
      UTIL_Remove(*(CBaseEntity **)(puVar2 + 4));
      return;
    }
    UTIL_Remove((CBaseEntity *)0x0);
    return;
  }
  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)